Official Codex Discord Server

  1. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
    Dismiss Notice

Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Discussion in 'Obsidian Entertainment' started by Anthony Davis, Sep 10, 2012.

  1. Grunker RPG Codex Ghost Patron

    Grunker
    Joined:
    Oct 19, 2009
    Messages:
    21,915
    Location:
    Copenhagen
    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire
    snap xD
     
    ^ Top  
  2. Sensuki Arcane Cuck

    Sensuki
    Joined:
    Oct 26, 2012
    Messages:
    9,478
    Location:
    Australia
    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    Sawyer went through a bunch of tumblr questions, this is the only one of note.

     
    • Brofist Brofist x 3
    ^ Top  
  3. Grunker RPG Codex Ghost Patron

    Grunker
    Joined:
    Oct 19, 2009
    Messages:
    21,915
    Location:
    Copenhagen
    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire
    Sounds like Obsidian. Reject the standard, have a better idea in theory, take it through three lackluster implementations in practice :troll:
     
    ^ Top  
  4. Sensuki Arcane Cuck

    Sensuki
    Joined:
    Oct 26, 2012
    Messages:
    9,478
    Location:
    Australia
    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    Last edited: Nov 9, 2013
    ^ Top  
  5. Declinator Arbiter

    Declinator
    Joined:
    Apr 1, 2013
    Messages:
    547
    What if the options have more consequences:

    "I completely agree with you, Morrigan!" +5 influence Morrigan, -5 influence Alistair, +1 reputation Knights of Walpurgis
    "I suppose you're right, Morrigan." +1 influence Morrigan, -1 influence Alistair, get item x
    "You're right, although I am reluctant to admit it." -1 influence Morrigan, +1 influence Alistair, get item y
    "Maker damn you, witch, but you're right." -5 influence Morrigan, +5 influence Alistair, +1 reputation Knights of Templar.
    "Let's kill that idiot Alistair." +10 influence Morrigan, initiate combat with Alistair, +5 reputation Knights of Walpurgis

    Suddenly it's much more interesting and if these options would not have these transparent consequences or if the consequences would only be shown after the discussion it would be very difficult to predict the consequences which, I guess, may or may not be a good thing depending on who you talk to.

    If it's just a simplistic influence system then it doesn't really mather either way but with more consequences I'd like to see them beforehand instead of having to resort to guessing what they could be. Of course this kind of system makes it more of a "what consequence do I like best", instead of "what do I say," so there is that. On the other hand, dialogue without transparency is often "which of these do I think is most likely to have the desired consequence," so not much of a difference there.

    I think if the consequences are plentiful enough and the mechanics deep enough, the transparent system has the higher enjoyment potential.

    For example, let's consider a system where you could slowly nudge your companions to be more like what you would want them to be. The companions would perhaps have different base values and maybe a "resistance" value which would define how easily you can change them.

    "I completely agree with you, Morrigan!" +5 influence Morrigan, +5 confidence Morrigan, -5 detachment Morrigan
    "I suppose you're right, Morrigan." +1 influence Morrigan, +3 confidence Morrigan, -1 detachment Morrigan
    "You're right, although I am reluctant to admit it." -1 influence Morrigan, +2 confidence Morrigan, +1 detachment Morrigan
    "Maker damn you, witch, but you're right." -5 influence Morrigan, +1 confidence Morrigan, +2 detachment Morrigan
    "You're totally wrong." -10 influence Morrigan, -5 confidence Morrigan, +5 detachment Morrigan

    The confidence of Morrigan could conceivably improve a statistic of hers and the detachment might affect how easily Morrigan would go along with cold-hearted options and also how she would react to being a noble softy. Eg. if you want to slaughter a town full of people, a +100 detachment Morrigan would be totally fine with it but with -100 detachment she would leave your party in disgust. Alternatively, if you want to go feed the children in an orphanage with the rare dragon meat you just obtained, the same +100 detachment Morrigan would leave the party in disgust.

    Just a simple example, it would need to have more stats to be truly interesting but something like this might be tasty. Or it might be too much micro-management. Either way, with obfuscated consequences it would be nigh impossible to manage this.
     
    ^ Top  
  6. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    82,852
    Grab the Codex by the pussy Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    Declinator

    The problem with visible influence counters is that they impose a certain cost/benefit analysis on the player. The player finds himself constantly asking "What do I care about more? Roleplaying by choosing the dialogue option I feel like my character would actually say, or getting 4 more influence points?" I feel that this is an unenjoyable dilemma that players should not be burdened with.

    Adding more variables to the system such that the cost/benefit analysis becomes so complex that players give up on it entirely could be considered a solution of sorts, but I'm not sure if somebody like Sawyer, who values elegant simplicity, would like it.
     
    Last edited: Nov 9, 2013
    • Brofist Brofist x 3
    ^ Top  
  7. Space Satan Arcane

    Space Satan
    Joined:
    May 13, 2013
    Messages:
    4,860
    Location:
    Space Hell
    Vampire The Masquerade never showed player requirements. Dialogue options appeared only if you had high enough skill. And no +1 influence, Charachter is disappointed or other indications were given. And in the result character reactions seemed natural. So no, "WTF I have 90 influence, why did he refused!?"
     
    • Brofist Brofist x 1
    ^ Top  
  8. Grunker RPG Codex Ghost Patron

    Grunker
    Joined:
    Oct 19, 2009
    Messages:
    21,915
    Location:
    Copenhagen
    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire
    I disagree with both "groupings" here. Infinitron: surely, mechanizing roleplay is exactly what we need to nuke larping from orbit and actually have "true" roleplaying, in the sense what you say and do is reactive? Like, indeed, it would be in Pen & Paper or IRL larp.

    However, listing some stat blocks with some linear boni next to them like Declinator suggests is so bloody hamfisted it can hardly be the optimal choice.

    Space Satan: For all my love for Bloodlines, it had mostly basic "Win/Lose" checks. It hardly had the complexity of relations that this discussion concerns.
     
    ^ Top  
  9. Athelas Arcane

    Athelas
    Joined:
    Jun 24, 2013
    Messages:
    4,502
    You can achieve reactivity without spelling out the influence changes. You're already getting feedback in the form of differing dialogue responses, changes in the characters behavior, etc. BG2 and PS:T had companion morale mechanics running under the hood.
     
    • Brofist Brofist x 1
    ^ Top  
  10. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    82,852
    Grab the Codex by the pussy Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    I'm for reactivity, but I think that "popup influence counters" often do more harm by muddling the player's decision-making process than they give benefit by making his decisions matter.
     
    • Brofist Brofist x 1
    ^ Top  
  11. Grunker RPG Codex Ghost Patron

    Grunker
    Joined:
    Oct 19, 2009
    Messages:
    21,915
    Location:
    Copenhagen
    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire
    BG2's companion "morale mechanics" are exceedingly simple and not at all what we're discussing here. You could insult someone in 20 dialogues and use the exact right line of dialogue in three prompts and you'd be on your way to the same glorious romance as the next guy.
     
    ^ Top  
  12. Grunker RPG Codex Ghost Patron

    Grunker
    Joined:
    Oct 19, 2009
    Messages:
    21,915
    Location:
    Copenhagen
    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire
    On the other hand you gotta agree with Sawyer's point that you need to have some sort of proof-of-reactivity besides a replay to solidify choices as what they are - actual choices.

    I like the info better up front, but I'd like another solution altogether. I hated influence-hunting in KotOR2.
     
    ^ Top  
  13. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    82,852
    Grab the Codex by the pussy Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    I think Sawyer's point was about dialogue tags, ie stuff like:

    [Persuasion] But Morrigan, you're wrong. Let me explain how.

    That's the stuff people need "proof" of, because it lets them know their character development has meaningful benefits.

    I have not seen him opine on companion influence counters. Roguey quoted his post about "reputation gain and loss", but I don't know if "reputation" and "influence" are equivalent.

    In most RPGs, "reputation" is something you have with factions, not with individuals, and reputation changes happen much less frequently and much more predictably than influence changes in Dragon Age.
     
    ^ Top  
  14. Rake Arcane

    Rake
    Joined:
    Oct 11, 2012
    Messages:
    2,969
    With that i actualy disagree. You made your choices, and you see the world responds to them in a manner that makes sense. Why should you know that your character could have different dialogue options with different stats and what that options would be? That should only be revealed in a replay. What are you gaining with having greyed out dialogue options?
     
    • Brofist Brofist x 1
    ^ Top  
  15. Grunker RPG Codex Ghost Patron

    Grunker
    Joined:
    Oct 19, 2009
    Messages:
    21,915
    Location:
    Copenhagen
    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire
    I know he was talking about tags, I just think the argument can be applied to influence etc. as well.

    Rake: I agree that stat-display is ham-fisted. But you are not representing the truth when you claim that the world reacting to you is always clear. Choices are of no particular interest if you do not know you are making them. With the amount of non-reactive dialogue these games are bound to have, "hiding" meaningful choices is not desirable in my opinon.
     
    ^ Top  
  16. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    82,852
    Grab the Codex by the pussy Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    The answer's simple, I think. If you MUST display influence or reputation gains/losses in a game, then do so only when the player is presented with choices between two or more more sharply differentiated options.

    Most players will save-scum to gain the largest number of influence points in my hypothetical "I agree, Morrigan" example.

    But most players won't save-scum if their choice is between two starkly different options that have a tangible effect on the world. Ie, I don't care how many influence points I gain with Morrigan, I'm not gonna stab that kid in the head unless I really, really want to.

    This is, by the way, how "reputation" usually works, as opposed to "influence". An entire faction is not going to change its mind about you unless you do something really important.
     
    Last edited: Nov 9, 2013
    • Brofist Brofist x 2
    ^ Top  
  17. tuluse Prestigious Gentleman Arcane

    tuluse
    Joined:
    Jul 20, 2008
    Messages:
    11,399
    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    It's easy to tell if it will go up or down, but often the degree to which it changes surprises me.
     
    • Brofist Brofist x 1
    ^ Top  
  18. Roguey Arcane Sawyerite

    Roguey
    Joined:
    May 29, 2010
    Messages:
    27,403
    http://www.gamebanshee.com/interviews/109792-project-eternity-interview.html
    They are.
    http://www.kickstarter.com/projects/obsidian/project-eternity/posts/316398
    You're also making an awful lot of unfounded assumptions about how other people play games. "They're more likely to metagame because I think they will." Yeah well Josh has actually watched numerous people play Black Isle/Obsidian games and doesn't believe it's a problem. I'm pretty sure Obsidian showed the influence numbers in kotor2, nwn2, ap, and ds3 because they believed doing it that way would be best and not because they were "forced."

    http://www.rpgcodex.net/forums/inde...t-eternity-thread.75947/page-930#post-2949709
     
    ^ Top  
  19. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    82,852
    Grab the Codex by the pussy Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    I found that influence changes were less common in KOTOR2 and NWN2 than they were Dragon Age, and that they were a less prominent game element overall. Still, it's been a while, and if I played them today, I just might do some scummin'.

    In Alpha Protocol, influence changes were very prominent, but they solved that to some extent by using a checkpoint system. No saving --> no save scumming.
     
    Last edited: Nov 9, 2013
    ^ Top  
  20. Lhynn Arcane

    Lhynn
    Joined:
    Aug 28, 2013
    Messages:
    8,576
    Gotta agree with Infinitron, the player needs to be wary of what he choses in a dialogue, the dialogue needs to be naturally reactive instead of just showing a bunch of numbers that will bring out the min/maxer in every cRPG player ever. You should be able to tell if what you said was something the other wanted to hear by his/her reaction.

    Numeric values remind me am playing a game, this is not good. Also, im not against dialogue options with [Skill] or [Attribute] markers, but i dont want to know for sure if my check succeeded or failed, i should be able to tell by the npcs reaction, or shouldnt if it is the nature of the npc to hide such things, even if not voiced, what he said and a small description on how it my line seems to have affected him/her is all thats needed. The game needs to keep track of the numbers thing, not me.

    This does not only allow for replay value, it leaves evidence that the game does indeed care for what you do, but that you have limited control over what happens, like, you know, in good PnP or in real life. I love the feeling of a game being much bigger than it appears, it makes me want to explore it, experience it. It is one of the main reasons i started playing cRPGs in the first palce.
     
    ^ Top  
  21. Cosmo Arcane

    Cosmo
    Joined:
    Nov 6, 2010
    Messages:
    1,350
    Project: Eternity
    And let's not forget that pissing people off could be beneficial in AP, so that influence had a short term, middle term (deciphering all the environmental clues about the character's personas) and long term strategic element. By the way that's precisely where the real game was IMO.
     
    ^ Top  
  22. Rake Arcane

    Rake
    Joined:
    Oct 11, 2012
    Messages:
    2,969
    While i agree with it, i believe there are other solutions. You can have the choices being clear through writing. I never met a person that have trouble with the choise between Bodhi and Shadow Thieves in BG2.

    "Are you sure about that chap? This won't sit well with Ceasar.You can still back off and stay out of our mess" is in my opinion preferable than You lost 10 Legion points.
    I would prefer Avellone and co. go a little out of their way to make choices clear than Sawyer to stick + or - all over the place.
     
    ^ Top  
  23. SCO Arcane In My Safe Space

    SCO
    Joined:
    Feb 3, 2009
    Messages:
    16,297
    Shadorwun: Hong Kong
    Bullshit Grunker, PST never indicated choices and stats checks in dialog and i never had any trouble figuring out they were there (except in the case it was a inventory item check).

    Goddamn do you fucking gamists have to remove all traces of adventure games from a rpg before being satisfied?
    A transparent dialog tree is a poor dialog tree. You should get lost in them and after your 3rd replay find something new which opens something else on another place!
     
    Last edited: Nov 9, 2013
    • Brofist Brofist x 10
    ^ Top  
  24. DefJam101 Arcane

    DefJam101
    Joined:
    Nov 11, 2007
    Messages:
    8,047
    Location:
    Cybernegro HQ
    [Insight, Perception] Representing big concepts like faction standing with numbers is probably more acceptable than representing a relationship with an NPC that the player is supposed to care about as a bunch of numbers. +1 KKK -10 Roguey -2 Grunker

    [Mechanics] Non-explicit statistics are only a problem when the system in place is unintuitive. If the attributes are given clear descriptions as to what they do, you do not need to know the exact numbers behind everything. You do not even need to know exactly how much damage you're doing when you hit something. -20 Roguey
     
    • Brofist Brofist x 3
    ^ Top  
  25. Delterius Prestigious Gentleman Arcane

    Delterius
    Joined:
    Dec 12, 2012
    Messages:
    10,524
    Location:
    Entre a serra e o mar.
    What about DA2's solution? Instead of evolving on a straightforward influence system you take a stance between two or more sides (Friendship and Rivalry). Provided polarizing (but subtle) characters, this might be fine.
     
    ^ Top