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Next goal is Doubled Reactivity
That's a classic "we're out of stretch goals" stretch goal.
Next goal is Doubled Reactivity
Next goal is Doubled Reactivity
That's a classic "we're out of stretch goals" stretch goal.
I don't agree. Kingmaker severely lacked in reactivity (like Jaethal not reacting if your main character is a cleric of Pharasma, Jubilost explaining the gnome society to a fellow gnome and so on). And with this stretch goal they won't get away with such a low reactivity as in Kingmaker, so they'll have to implement something better. Which is really good in my book.Next goal is Doubled Reactivity
That's a classic "we're out of stretch goals" stretch goal.
Next goal is Doubled Reactivity
That's a classic "we're out of stretch goals" stretch goal.
It's not entirely unquantifiable; it's quite different to a "Stretch Goal: Make the game even better!". If they achieve this reactivity stretch goal and the game would still have obvious glaring contradictions like the ones I mentioned regarding Jaethal and Jubilost, they can be grilled for it.That's not the point. It's a stretch goal that can't be quantified. "Stretch Goal: Make the game even better!"
We've seen stuff like this before, it's what developers do when the Kickstarter campaign is more successful than they expected and they don't want to go over scope.
Nah. See, if they had a reaction to you if you did something, now they have a reaction if you didn't do aforesaid something. That's a double at least.That's not the point. It's a stretch goal that can't be quantified. "Stretch Goal: Make the game even better!"
Wait, so you are saying that the bad reviews were due to poor gameplay decision like time limits? There are three options:Owlcat messed with the formula and got burned. The Codex argument is, "Fuck all those paying customers, they are just bad at the game." Okay.
They got burned? They out performed PoE2 and their Kickstarter is doing great. Just because you see people complaining on Steam forum doesn't mean anything. There is always a few people that scream loudly. Also thanks njclaw for those great sources so people can see what I mean.
They had 50% bad reviews until they re-released the game as "enhanced" edition, and still hover close to 30%. Numerous fixes and changes were introduced to alleviate this concern. Now they've admitted they're not going in the same direction with the sequel. I call that getting burned, otherwise why would they change it? You are free to see things differently.
Couldn't they just throw in more classes?That's a classic "we're out of stretch goals" stretch goal.
It's not entirely unquantifiable; it's quite different to a "Stretch Goal: Make the game even better!". If they achieve this reactivity stretch goal and the game would still have obvious glaring contradictions like the ones I mentioned regarding Jaethal and Jubilost, they can be grilled for it.That's not the point. It's a stretch goal that can't be quantified. "Stretch Goal: Make the game even better!"
We've seen stuff like this before, it's what developers do when the Kickstarter campaign is more successful than they expected and they don't want to go over scope.
They had 50% bad reviews until they re-released the game as "enhanced" edition, and still hover close to 30%. Numerous fixes and changes were introduced to alleviate this concern. Now they've admitted they're not going in the same direction with the sequel. I call that getting burned, otherwise why would they change it? You are free to see things differently.
There are dozens and dozens of posts on this forum making fun of the fact that Kingmaker had 'mixed' reviews, for months. I remember this era vividly because that's when I wrote my own Steam review. These posts are historically accurate, and are scattered all over the board.
I do wonder how they're gonna restrict resting/resource replenishment if timers for quests are gone
For example, if in PK it was only alignment for dialogue, now it can also be race/religion.In this case, what does reactivity even mean? Is it more interactve NPCs /companions / world (a-la Arcanum's newsletters which mention various events related to your adventures), is it about companion banter / forced choices like in DAO, or plainly more C&C throughout the campaign?
And Evil Islands. Which is also a part of the Allods series, sort of.Did you just call developers of Rage of Mages nobodies?! Rage!!! Of Mages!!!>Who's better: Shakespeare or whatever this guys name was?
Owlcat Games, a bunch of nobodies, managed to out do what Bioware and Obsidian failed at. Something to consider, always give that guy the benefit of doubt, always. He might just end up blowing your expectations out of the park.
I think they mean dialogue options/NPC reactions depending on your race, class, alignment, companions, past choices, probably mythic path in WotR etc. Kingmaker had some of those but mostly in the early chapters and lacked them in quite a few where they should have been present (like companion interactions). But yeah, "double the reactivity" sounds good but doesn't mean anything, they might as well promise to double the number of items or enemies, we don't know the base number that's supposed to get doubled, if it's even a quantifiable number at this stage.In this case, what does reactivity even mean? Is it more interactve NPCs /companions / world (a-la Arcanum's newsletters which mention various events related to your adventures), is it about companion banter / forced choices like in DAO, or plainly more C&C throughout the campaign?
You're right, but I still feel that despite the vagueness of this stretch goal it's certainly better if they publicly acknowledge that they are committed to improving the game on this specific front (which was one of the weaker aspects of Kingmaker, an otherwise excellent game). And, like you said in the last line, it's better than having exaggerated promises, at this point.Well, yeah, and no. The point is that this is not a parameter for analysis. Let's suppose you find a moment in the new PF where some kind of reaction made sense, but it doesn't happen: did they fail in the stretch goal then?
Maybe so, but maybe not. It may be that the game really has double the reactivity. Maybe in the original they structured something like, who knows, 200 moments where the game reacts to what you do/choose/obtained/etc. And in this new one, it was 400. This may be just one of the cases where it wasn't done, after all, no matter how reactive you try to make a game, there will always be times when you haven't thought of something. Or maybe it wasn't really double, just about 120% more, but if you don't know how much was there in the first place, how will you tell if something doubled? Or even, perhaps, the number of events is actually twice as many numerically speaking, but they have used shortcuts to fill this number, such as an NPC that changes a single sentence he uses quoting your race/class/gender/whatever, and each exchange is a "different reaction". BAM, 30 new reactions in 30 dialog strings, genius!
If I'm gonna sell you a beer can with twice as much beer, but you don't know how much beer was planned for the original can, what good is that promise gonna do to you? It's basically a promise of "trust us, we'll do more than the previous game." Which may turn out to be true, but it's still a vague, unquantifiable promise that in the end may mean whatever they want it to mean. I'm not saying that the game won't be better for it, or that they have no intention of keeping that promise to some extent, but you can't deny that of all the promises, this is one of the most vague and least quantifiable of all. It's not shocking that this isn't exciting for many people.
Edit: It even reminded me of an infamous phrase of the former president here: "Let's not set a goal. We will leave the goal open, but when we reach the goal, we will double the goal".
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But no doubt, I prefer such a promise to a campaign with several exaggerated promises that you are sure they won't be able to keep (and then abandon them and apologize) or will keep them so badly implemented that it was better simply not to have promised anything in the first place.
Like I said above, I bet that it has to do with cases like Jaethal not reacting to your main character being a cleric of Pharasma, or Jubilost teaching you how gnome society works even if you're a fellow gnome, or when you play as a tiefling and still can ask Kanerah and Kalikke what it means to be a tiefling, etc.In this case, what does reactivity even mean? Is it more interactve NPCs /companions / world (a-la Arcanum's newsletters which mention various events related to your adventures), is it about companion banter / forced choices like in DAO, or plainly more C&C throughout the campaign?
Yes, but this is just one of the possible interpretations of 'reactivity', that's what I'm saying. Hopefully they'll clarify that if the prediction is actually correct.For example, if in PK it was only alignment for dialogue, now it can also be race/religion.