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Wasteland Wasteland 2 Pre-Release Discussion Thread [GAME RELEASED, GO TO NEW THREAD]

Discussion in 'inXile Entertainment' started by turrican, Feb 15, 2012.

  1. Commissar Draco Codexia Comrade Colonel Commissar Patron

    Commissar Draco
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    Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
    Relax Man, Fargo will give them their Homos/Furies/LGBT NPCs while Guns and Flamethrowers to us.... :incline:
     
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  2. udm Arcane Patron

    udm
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    He even mentioned something about helping other developers with their Kickstarter projects, in terms of funding. There's just so much incline in all of this, this Kickstarter craze. It could well mean the end of publisher despotism.

    :bro:
     
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  3. Turisas Arch Devil Patron

    Turisas
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    They'll be flagged as essential characters to promote tolerance and goodwill. :troll:
     
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  4. sgc_meltdown Arcane

    sgc_meltdown
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    Bioware roleplayers immerse themselves into a role from zero to forced drama in 3 seconds
    "Dragon Age 2 starts off in the darkest of melancholies and piles on the stark revelations one after the other...a truly interactive Shakespearean tragedy, if Shakespearean tragedies had moved on from the past."

    Bioware: "Strategic high intensity pressing of our awesome button simulates the difficulty of resisting ejaculation, but we decided this wasn't challenging enough for modern gamers. We have therefore decided to add five more awesome buttons to press at the same time so as to give our fans the amount of gameplay they deserve. Watch your character's expression on the screen to plan how much awesome you need. "
     
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  5. mondblut Arcane

    mondblut
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    For everyone except a few, sad, desperate fanboys the first playthrough will be the only one (and even if they eventually replay it, they will follow the same path because, you know, it was that path that made them enjoy the game in the first place). "Replay value" is a horrid concept.
     
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  6. likaq Arcane

    likaq
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    Ok, let's see:

    Yeah, Klamath, Modoc and Arroyo were awesome, interesting, full of superb quests and they add plenty of interest things to fallout setting and lore. Especially arroyo wasn't filler location :)


    Indeed, shit jokes, ghosts, aliens, pinky and the brain, scientologists with celebrities , bruce lee, talking plants, sex stats, porn collect-a-quests, more references to monty python than you can count, yakuza with samurai swords, king-fu fighting town, tribals, drug dealers, talking deathclaws, entire Temple of Trials, cheating chess-playing radscorpion with fucking glasses you can steal, ass-raping mutant with a ball gag, knights on a quest for a Holy Hand Grenade. Yes, world of fallout 2 was better.M:


    True, Temple of Trials, ant's hunting in Broken Hills and rat's hunting in Klamath were very intresting :lol:
     
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  7. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands 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
    Okay, the OP here clarified that what he meant was speech checks that are explicitly mentioned, ie, "[Speech] Let me convince you to let me in here..."
    So hidden, implicit speech checks would be okay by him.

    That's actually a point for debate. What do you think, Codex? Is it better that the speech checks are explicitly displayed so that one can strategically build up his character to succeed at them? Or is that metagaming that destroys roleplaying and the game's perceived depth and replayability?
    Choose carefully or you may be accused of being a LARPer. :smug:
     
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  8. skuphundaku Economic devastator, Mk. 11 Patron

    skuphundaku
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    Codex 2012 Codex 2013 MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
    If there were a poll, I would vote for hidden/non-explicit skill checks.
     
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  9. Kitako Arcane

    Kitako
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    Multiple checks, when the skill would be usable.
    Too often the speech check is chosen just because you can, without even considering the other replies.
    So, either go for hidden checks, or multiple ways in the same conversation to use your skill, or make the skill check appear deeper in the conversation tree, if you lead the conversation the right way.
     
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  10. mondblut Arcane

    mondblut
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    When there is a fuckton of skills like persuasion, intimidation, seduction, what have you, not displaying which one is about to be used is absurd. Like, how about we hide which skill governs the use of a particular weapon?

    When there is one popamole "me does talking" skill, no reason to underline which lines are very speshul. Okay, a percentage chance is a good indicator you should stop talking for a bit and save your game first, but I am used to save before every dialogue anyway :smug:
     
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  11. Roguey Arcane Sawyerite

    Roguey
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    Brother None put an end to the gay chat days ago and you people are still crying over it. That says something.

    Sarah Weintraub and Red Lucy are romanced through gift giving, Benny can be seduced by black widows, then there are the prostitutes....
     
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  12. evdk comrade troglodyte :M Patron

    evdk
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    Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign
    An innovation shamelessly stolen from DA:O!
     
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  13. TwinkieGorilla does a good job. Patron

    TwinkieGorilla
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    Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
    Not trying to start up the "This is Wasteland NOT Fallout 1 or 2" bees nest, but I loved the way FO2 handled it (i.e. different traits and skills gave extra dialogue options ((instead of percentages)) and the option for the empathy perk in case you were too retarded).

    EDIT: I don't literally mean "traits" as in Fallout Traits, but like, personality traits "perception, intelligence, etc".
     
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  14. Clockwork Knight Arcane

    Clockwork Knight
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    At the end of the game, if you ever made use of the "split up the party" mechanic, you find out your lover has been cheating on you with another party member. Both leave the party, holding hands. As they walk into the sunset, a gunshot is heard. She looks back, but all you see in her eyes before everything goes black is scorn and pity. Fin.

    One week after the game's release, Fargo's body is found.
     
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  15. Clockwork Knight Arcane

    Clockwork Knight
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    Yeah, I dislike the percentage thing since it tempts the player to savescum, just like lockpicking, crafting and the like. Either let me do it or give me a "no, fuck off for now, come back when you are skilled enough".

    I don't mind having the used skill show up, my immershun is pretty resistant.
     
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  16. TwinkieGorilla does a good job. Patron

    TwinkieGorilla
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    Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
    Well I realize "replay value" just got shot down but from somebody who does replay games which give me good reason to, I love not even knowing a certain option existed (if I build a character a certain way, well, that's the only reason I should know about said options).
     
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  17. sgc_meltdown Arcane

    sgc_meltdown
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    just let the damn option show up if you're qualified without labelling it, there's still a challenge there and these days it is called reading the damn line and considering whether it'll provide a good outcome
    sure add the skill used in brackets or someshit

    Like I have said in the past even a moronic nextgen roleplayer lord of immersion should be able to realise that a speech option talking about firearms is probably using the guns skill and having [Guns] there is no great immersion breaker, you are selecting from lines in front of a face ffs when will you bastards into concept of consistant ui abstraction and feedback

    extra speech options is just instant reward when you get the chance option in rpgs anyway for investing in non-combat skills and can be interpretated as micro narrative autobranching on a per-character basis
     
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  18. villain of the story Arcane

    villain of the story
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    They aren't companion NPCs, mang.
     
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  19. Oesophagus Arcane

    Oesophagus
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    And then when the endgame narration comes it is explained that they lived happily ever after and sometimes had sex on your grave
     
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  20. Metro Arcane Beg Auditor

    Metro
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    :what:

    Fucking people...
     
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  21. sgc_meltdown Arcane

    sgc_meltdown
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    Ironically console and handhelds are not dead wastelands for the turn-based genre. Nippon simply doesn't give a fuck about PC unless it's about porting an action game over. Like bizarro western games industry.
     
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  22. Metro Arcane Beg Auditor

    Metro
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    I won't turn this into a 'fuck jrpgs' thread but I think you can glean my stance from that.
     
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  23. sgc_meltdown Arcane

    sgc_meltdown
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    In these dark days there is enough fuck to go around for all rpgs, brother Metro.
     
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  24. Alex betthurt

    Alex
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    Like I said in the thread, I think it makes more sense in this kind of game for skills to not even show up as a dialog option,, but instead to be triggered by using the right skill in the right moment during dialog. Doing so, the devs can throw subtle clues in dialog and let the players figure out what to do.
     
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  25. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands 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
    That would be an interesting and unique approach, yes.
     
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