Like I said, I didn't care when I leveled up. I wasn't being fed anything because leveling up in both Skyrim and Fallout 4 wasn't that interesting at all, particularly compared to Morrowind or Fallout 3/New Vegas. You don't get dopamine from apathy.Because the leveling up in their games has been devolved into a dopamine supply apparatus. You are not leveling up because you are building a character into a role.
It's not even on that level. That would be high brow. The entire world is ran by corporations with the entire management being composed of absolute bumbling morons nothing works in there and yet somehow they were able to reliably fly into space and build colonies.Isn't the whole world building just reddit tier "capitalism bad, m'kay?"
Fuck Codex has declined badly. Post like yours would give you Bethtard tag 10 years ago.Skyrim isn't bad game, per say, but it's a dreadful CRPG. Bethesda has the distinction of making the only "RPGs" where I wait until I'm not doing anything else to open the character menu after I level up as opposed to doing the second I hear the *ding* alert. I really don't think you should be able to claim that you're a AAA RPG developer when you make RPGs that people don't actually care when they level up. And Skyrim wasn't the only one like that, either. Fallout 4 was the same way.Skyrim was a bad game, you are making it seem like they did something good.
Avowed developer admits combat didn't 'look great' but has been hard at work on improving it
Attention to detail
(Image credit: Microsoft)
Obsidian Entertainment, the developer behind the upcoming role-playing game Avowed is working on improving the upcoming role-playing game's combat based on player feedback from January's Xbox Developer Direct. At the time of that presentation, the game's combat was criticized for appearing a little listless in its combat.
In an interview with TechRadar Gaming, Avowed senior gameplay engineer Gabriel Paramo explained that the Developer Direct showing was "really great" for the team as it allowed them to learn exactly what needed improving for the game.
"When the player feedback is like, 'Oh, this doesn't look great,' you're like, okay, we need to prioritize that polish, like, immediately. So we jumped on that," he explains in regards to how fans reacted to the combat.
"We really heavily focused on the hit reactions on the creatures and started to really frame-by-frame focus. Like, what is the delay time between the player swinging their weapon and the time they hit to really make that feel a lot snappier.
"And [we] really focused on the extreme poses of the starting frame of the hit reaction animations, and then also really improved the blood impact and looking at where's that location coming from? Is that making sense, and maybe we should push it a little bit more so the player actually notices that there's impact effects coming out of these things."
Paramo also explains that while players haven't seen the bulk of changes yet, Obsidian is also working on improving on "all standpoints of animation" including visual effects as well as auditory feedback.
Maybe because when you leveled up, wolves, bandits and guards leveled up too, making your short level-up dopamine rush almost worthless.Like I said, I didn't care when I leveled up. I wasn't being fed anything because leveling up in both Skyrim and Fallout 4 wasn't that interesting at all, particularly compared to Morrowind or Fallout 3/New Vegas. You don't get dopamine from apathy.Because the leveling up in their games has been devolved into a dopamine supply apparatus. You are not leveling up because you are building a character into a role.
the classic "dont worry guys its an older beta build. release will be much better"https://www.techradar.com/gaming/co...eat-but-has-been-hard-at-work-on-improving-it
Avowed developer admits combat didn't 'look great' but has been hard at work on improving it
Attention to detail
(Image credit: Microsoft)
Obsidian Entertainment, the developer behind the upcoming role-playing game Avowed is working on improving the upcoming role-playing game's combat based on player feedback from January's Xbox Developer Direct. At the time of that presentation, the game's combat was criticized for appearing a little listless in its combat.
In an interview with TechRadar Gaming, Avowed senior gameplay engineer Gabriel Paramo explained that the Developer Direct showing was "really great" for the team as it allowed them to learn exactly what needed improving for the game.
"When the player feedback is like, 'Oh, this doesn't look great,' you're like, okay, we need to prioritize that polish, like, immediately. So we jumped on that," he explains in regards to how fans reacted to the combat.
"We really heavily focused on the hit reactions on the creatures and started to really frame-by-frame focus. Like, what is the delay time between the player swinging their weapon and the time they hit to really make that feel a lot snappier.
"And [we] really focused on the extreme poses of the starting frame of the hit reaction animations, and then also really improved the blood impact and looking at where's that location coming from? Is that making sense, and maybe we should push it a little bit more so the player actually notices that there's impact effects coming out of these things."
Paramo also explains that while players haven't seen the bulk of changes yet, Obsidian is also working on improving on "all standpoints of animation" including visual effects as well as auditory feedback.
“Deadfire players will recognize some references, like the dwindling existence of the godlikes, without us going too deep into it and making it feel like required reading for new players,” game director Carrie Patel explains.
Deadfire explored the impact of colonialism on cultures, and Avowed takes a similar route, examining the idea of order and chaos through the lens of the player character. As an envoy to the Empire, you’re an agent of ‘order’, but whether you wish to be their puppet or help the people of the Living Lands is completely up to you.
“As in previous Pillars games, there’s that political story, and then underneath that, there’s a metaphysical story about The Divine, about mysteries, about long-standing secrets and how those have affected the development of life in the region,” Patel explains.
Still Bioware Jr of course.Avowed isn’t just close to Deadfire in terms of themes – it’s also similar in tone. Where Pillars of Eternity was grimdark and unrelenting, Avowed, like Deadfire, will balance its high-stakes story with moments of levity. Side quests and characters bring humanity.
The setup, with you playing as an agent of an authoritarian regime, reminds me of another Obsidian game, Tyranny, in which you work for an evil overlord who’s already conquered the world. Patel tells me this is a result of Obsidian’s penchant for exploring moral complexities.
“We enjoy exploring morally gray themes, territory, and complicated questions that force the player to engage and choose an answer without giving easy answers,” she explains. “We wanted to avoid the idea of this very black and white, good and evil monolithic Empire versus everybody else who was really nice, and then create a situation that feels believably complex.”
That freedom to explore, be curious, and carve your own path through Avowed has its limits. One thing you won’t be able to do is murder everyone. Unlike in many other Obsidian games – some of which Patel has worked on – quest-critical characters can’t be killed in Avowed.
“We decided to forego the murder hobo playstyle,” Patel explains. Designing a game to fit around the possibility of a psychopathic rampage, as with adding anything in a game, comes with a series of design challenges.
“Often it’s something that people do accidentally, which means you can’t put combat in a crowded space because one stray fireball can aggro the whole town,” she continues. “Or it’s something that they do just for fun. I don’t want to discount the value of that, but I also see how many things we have to forego on the dev side to support it.”
- Avowed will have a shorter length similar to The Outer Worlds, around 20 hours of gameplay.
- The game features multiple open zones with distinct characters and aesthetics, unlike a single open world.
- Avowed includes six character attributes and four skill trees, enhancing RPG elements and customization.
Game director Carrie Patel told TechRadar: “So in terms of both the scope and the structure of the game, I’d look to The Outer Worlds for a pretty good point of comparison.
“It’s going to be broadly similar in terms of the length and breadth of the experience, and it’s also similar in terms of the structure,” she said. Unlike some games, especially the role-playing games which Obsidian is known for, which can go on for as long as 100 hours, The Outer Worlds broke the mold at 20 hours.
Patel then goes on to explain that the structure of the world is divided into multiple open zones, similar to that of The Outer Worlds. “Rather than a pure open world where you have one enormous, continuous map, what you have is a series of open zones that unlock as you move through the story, and what that really allows us to do is give each one a distinct character — a really different aesthetic,” she explained.
“At this point, you’ve seen Shatterscarp which is a desert with these rocky highlands, and now we’ve also seen Emerald Stair which is almost the polar opposite; this very boggy, gloomy, lush, green forested area.
“So by having these open zones, it allows us to give each environment a really distinct sense of character, and it also allows us to create this sense of spread and distance between them as you’re moving from one part of the Living Lands to another.”
"When the player feedback is like, 'Oh, this doesn't look great,' you're like, okay, we need to prioritize that polish, like, immediately. So we jumped on that," he explains in regards to how fans reacted to the combat.
This is a frankly audacious thing for her to claim, given the way TOW ended up.“We enjoy exploring morally gray themes, territory, and complicated questions that force the player to engage and choose an answer without giving easy answers,” she explains. “We wanted to avoid the idea of this very black and white, good and evil monolithic Empire versus everybody else who was really nice, and then create a situation that feels believably complex.”
a part of me sort of agrees, but also part of me thinks the devs dont really know how to make the combat fun, which tells me there is a lack of vision"When the player feedback is like, 'Oh, this doesn't look great,' you're like, okay, we need to prioritize that polish, like, immediately. So we jumped on that," he explains in regards to how fans reacted to the combat.
This gives me a slight glimmer of hope, because at least they're acting like rational humans. "Our audience didn't like it, better change it."
As opposed to the Dragon Age route of ignoring massive backlash and turning on the shill faucet.
TOW is crap, but Deadfire dealt with it relatively ok in terms of factions.This is a frankly audacious thing for her to claim, given the way TOW ended up.“We enjoy exploring morally gray themes, territory, and complicated questions that force the player to engage and choose an answer without giving easy answers,” she explains. “We wanted to avoid the idea of this very black and white, good and evil monolithic Empire versus everybody else who was really nice, and then create a situation that feels believably complex.”
Deadfire had Josh Sawyer as director who's now Sir No-one-has-to-listen-to-my-feedback on this project.TOW is crap, but Deadfire dealt it with relatively ok in terms of factions.
I think that the factions are much better if you have a PC that is related to them. Otherwise yeah, doesn't make too much sense to get involved in that nonsense when you've got other priorities with following Eothas.I also have to seethingly agree with Avellone that factions should be designed to give you good reasons to want to join up with them. I disliked every faction in Deadfire and went it alone because they were a all bunch of selfish bickering brats.
I can think of a few earlier games with competing joinable guilds and shit like that, and of course there's stuff like M&B and Wiz7. But funnily enough, New Vegas might have been the game most responsible for popularising, if not inventing, the commonly-used model for factions of "player joins faction A, faction A is therefore destined to win the game as long as the player follows their questline, all other factions just sort of do nothing, player gets congratulatory slideshow/cutscene/dialogue at the end telling them everything went like they wanted it to".why do rpgs even need different factions? which game started that trend? im kind of sick of it
Because people break off in to factions? Happens in any population of a certain size.why do rpgs even need different factions? which game started that trend? im kind of sick of it
New Vegas definitely popularized it. It worked well in that game and felt organic to the situation. It felt extremely forced in Deadfire (Choose which faction is going to help you sail to Ukaizo!). I think developers glommed onto the idea because it's a way to introduce multiple endings besides the obvious good/bad, but you have to design your story around it. Imagine if KotOR (for example) had multiple factions but it was just about which group helped you go to the Starforge at the end. It would be retarded and pointless. Similarly, Fallout 4's retardation where you're just choosing which group destroys the Institute, something you as the player don't even need helping doing.why do rpgs even need different factions? which game started that trend? im kind of sick of it
That's a lot of money for doing basically nothing. He earns in a month more than me in a year busting my ass working 12 hour shifts plus 2h commute. First world problems lol.He gives feedback on Avowed and TOW 2 that nobody has to listen to and is being held on to until they get the greenlight for a project he's excited about.
Fallout, Fallout 2, Planescape Torment, Baldur's Gate 2, Arcanum, Gothic, Morrowind, Gothic 2, Temple of Elemental Evil, Bloodlines, Neverwinter Nights 2, Oblivion, The Witcher, Risen...why do rpgs even need different factions? which game started that trend? im kind of sick of it
Southern California does have a really high cost of living. He laments that buying property is a pipedream (Chris Avellone and his wife bought a house right in LA though, all that freelancing really paid off)That's a lot of money for doing basically nothing. He earns in a month more than me in a year busting my ass. First world problems lol.
1.) You haven't even been here for 10 years.Fuck Codex has declined badly. Post like yours would give you Bethtard tag 10 years ago.
No, but that's a problem as well, but it has more to do with anticipating what you can do on level up and what you're really working towards when you only have 1 point to spend every level. You look at where you want to be early in the game and you start thinking, "I'm going to need 13 points to do that." So, eventually, you slide in to the line of thinking that the next level up won't really matter towards your goal because you're only moving that bar by 1 each time. The incremental changes feel like they have much impact when you plopping down 10 skill points, and Fallout's SPECIAL also had Perks which can also help towards those goals. You look forward to the levels when you get a Perk.Maybe because when you leveled up, wolves, bandits and guards leveled up too, making your short level-up dopamine rush almost worthless.
It took me 48 hours to complete TOW so maybe they're just once again ineptly underselling it?