Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,045
Tags: Feargus Urquhart; Neverwinter Nights 2; Obsidian Entertainment
And another <a href=http://www.totalvideogames.com/articles/Neverwinter_Nights_2_QA_Feature_9679_3995_0_0_0_0_20.htm>Feargus interview</a>, spanning across 7 pages, and revealing the most intimate secrets and dreams of the Obsidian folks (which mostly revolve around making KOTOR 3):
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<blockquote>You learn the most when you go through a full production cycle, so if you make a game over forty-eight months then you you're only learning every forty-eight months. Not exactly, but I think you can learn more if you ship a game every eighteen months.</blockquote>KOTOR 2 is a fine example of what Feargus & Co have learned from the IWD blitzkrieg.
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<blockquote>But when you can be persuaded that, "Right, there's a thing in me, and these guys want it out" it gives you more reason to move forward more through the story. The thing also gives you powers as well...</blockquote>Of course. You can't have a game without powahz. Btw, isn't it kinda sucks that the only motivation Obsidian could come up with is: "Uh, you have...uh, a piece of a sword inside of you. So, uh, you might wanna see someone about it. It's a magical sword. I think it gives you, uh, like, powers and stuff. Pretty cool, huh?"?
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<blockquote>I think initially with the first part of the game, as you're learning how to play, there's not a situation where an arrow's going to hit you in the skull and you die. In a lot of other previous D&D games, you could die pretty quickly, and whenever you die and you have to go back to a save, or you forget to save and you have to go back to the start, people who experience that a few times aren't going to continue with the game because they keep on dying. </blockquote>How awful! Please stop telling us these horrible stories! You are scaring the children.
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<blockquote>We have been in talks with LucasArts to do KOTOR3 since August 2004 and we'd had hopes to start on it after KOTOR2. LucasArts are currently thinking about it, but we'd be really happy to do KOTOR3 if that's what LucasArts wants. </blockquote>Can't be someone's bitch forever, Feargie
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And finally...
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<blockquote>The reason at the time, because I would have loved to have made a Fallout MMO, was that I believed that Interplay was just not in a situation where they had the resources to do it. When you go off to do an MMO it's going to cost $100 million before you get it on the shelf; you've gotta buy servers and you've gotta have service people, and you have to have Game Masters. It's an undertaking, and on top of that, it means that you do have to do all that stuff so what else are you going to focus on? What other games are you going to be able to make? </blockquote>Well, it's nice to know that only the lack of resources, and not the fact that it's a really stupid idea, had stopped Feargus from making a Fallout MMO. Very comforting.
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Thanks, Stephen
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And another <a href=http://www.totalvideogames.com/articles/Neverwinter_Nights_2_QA_Feature_9679_3995_0_0_0_0_20.htm>Feargus interview</a>, spanning across 7 pages, and revealing the most intimate secrets and dreams of the Obsidian folks (which mostly revolve around making KOTOR 3):
<br>
<br>
<blockquote>You learn the most when you go through a full production cycle, so if you make a game over forty-eight months then you you're only learning every forty-eight months. Not exactly, but I think you can learn more if you ship a game every eighteen months.</blockquote>KOTOR 2 is a fine example of what Feargus & Co have learned from the IWD blitzkrieg.
<br>
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<blockquote>But when you can be persuaded that, "Right, there's a thing in me, and these guys want it out" it gives you more reason to move forward more through the story. The thing also gives you powers as well...</blockquote>Of course. You can't have a game without powahz. Btw, isn't it kinda sucks that the only motivation Obsidian could come up with is: "Uh, you have...uh, a piece of a sword inside of you. So, uh, you might wanna see someone about it. It's a magical sword. I think it gives you, uh, like, powers and stuff. Pretty cool, huh?"?
<br>
<br>
<blockquote>I think initially with the first part of the game, as you're learning how to play, there's not a situation where an arrow's going to hit you in the skull and you die. In a lot of other previous D&D games, you could die pretty quickly, and whenever you die and you have to go back to a save, or you forget to save and you have to go back to the start, people who experience that a few times aren't going to continue with the game because they keep on dying. </blockquote>How awful! Please stop telling us these horrible stories! You are scaring the children.
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<blockquote>We have been in talks with LucasArts to do KOTOR3 since August 2004 and we'd had hopes to start on it after KOTOR2. LucasArts are currently thinking about it, but we'd be really happy to do KOTOR3 if that's what LucasArts wants. </blockquote>Can't be someone's bitch forever, Feargie
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And finally...
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<blockquote>The reason at the time, because I would have loved to have made a Fallout MMO, was that I believed that Interplay was just not in a situation where they had the resources to do it. When you go off to do an MMO it's going to cost $100 million before you get it on the shelf; you've gotta buy servers and you've gotta have service people, and you have to have Game Masters. It's an undertaking, and on top of that, it means that you do have to do all that stuff so what else are you going to focus on? What other games are you going to be able to make? </blockquote>Well, it's nice to know that only the lack of resources, and not the fact that it's a really stupid idea, had stopped Feargus from making a Fallout MMO. Very comforting.
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Thanks, Stephen
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