IHaveHugeNick
Arcane
- Joined
- Apr 5, 2015
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Yea but VTMB was worth replaying as Malkavian and Nosferatu.
Agree on Nosferatu, disagree on Malkavian. It's different enough due to the dialogue and I'd definitely not recommend someone to play Malk on their first playthrough since knowing the vanilla plot and NPC interactions that you get as a non-Malk adds to the appeal of it in terms of how it showcases the Malkavian's unique foresight into things. Can still be fun even without that knowledge due to it being wacky, but it cheapens the experience imho.Malkavian and Nosferatu playthroughs in themselves aren't different enough for the sake of warranting a replay for the sake of difference - if you're selling it someone for the difference, you're selling them false expectationsYea but VTMB was worth replaying as Malkavian and Nosferatu.
nor are they different in a manner or somehow "incomprehensible" in a manner that they should not be not be someone's first playthroughs
what the fuck is MFA behavior?Odd choice for a narrative team that entirely build from YA and fanfic writers. on the other hands, Nu-Obsidian writers loathe player agency (although it's highly regulated) so they would invest instead in companions/NPC reactivity that would force their infantile doll play on the player, this is a very MFA behavior.
In the recent Xbox podcast you showed that you can flirt, and you showed the character Yatzli, who is very flirtatious. But there aren’t romance options in the traditional sense, right? You're not building romantic relationships? You’re not marrying characters or anything like that, correct?
CP: Yeah, we decided to forego full romance paths in Avowed. It's something that we thought very hard about, and we talked about it as a narrative team. I think if you're going to invest in romance, everyone who's writing them needs to be absolutely, fully bought in. And the other thing you need to do is make sure that if you're going to provide that path, that you're balancing that with an equally meaningful and well-developed, non-romantic path because you never want players to feel that, "Well, the only way I really get to know this character or really get to form a meaningful bond with them, is if I commit to romancing them, which maybe isn't something I want to do." So, for all of those reasons, we decided to forego romances, specifically in Avowed. But we still built a lot of content around getting to know your companions. Forging deeper bonds with them and coming to understand their stories.
So this is the justification they're going for? They're too lazy to write both a friendship and romantic path for the companions (despite there being only 4!!! of them), so they had to cut out the latter? Not even their own hardcore fans are naive enough to buy into this sorry-ass excuse. Shit, what are they even talking about? They can't write a good fellowship to begin with. At no point in PoE 2 or TOW did I ever feel any sort of camaraderie with any of my companions. They all came across as mere acquaintances that were only tagging along because they're bored and have nothing else to do.Odd choice for a narrative team that entirely build from YA and fanfic writers. on the other hands, Nu-Obsidian writers loathe player agency (although it's highly regulated) so they would invest instead in companions/NPC reactivity that would force their infantile doll play on the player, this is a very MFA behavior.
In the recent Xbox podcast you showed that you can flirt, and you showed the character Yatzli, who is very flirtatious. But there aren’t romance options in the traditional sense, right? You're not building romantic relationships? You’re not marrying characters or anything like that, correct?
CP: Yeah, we decided to forego full romance paths in Avowed. It's something that we thought very hard about, and we talked about it as a narrative team. I think if you're going to invest in romance, everyone who's writing them needs to be absolutely, fully bought in. And the other thing you need to do is make sure that if you're going to provide that path, that you're balancing that with an equally meaningful and well-developed, non-romantic path because you never want players to feel that, "Well, the only way I really get to know this character or really get to form a meaningful bond with them, is if I commit to romancing them, which maybe isn't something I want to do." So, for all of those reasons, we decided to forego romances, specifically in Avowed. But we still built a lot of content around getting to know your companions. Forging deeper bonds with them and coming to understand their stories.
The more interviews I read, the more mindboggling this gets. Who in their right mind came up with this project? Is this really Obsidian's future now? Producing shovelware for Xbox Game Pass?
So this is the justification they're going for? They're too lazy to write both a friendship and romantic path for the companions (despite there being only 4!!! of them), so they had to cut out the latter? Not even their own hardcore fans are naive enough to buy into this sorry-ass excuse. Shit, what are they even talking about? They can't write a good fellowship to begin with. At no point in PoE 2 or TOW did I ever feel any sort of camaraderie with any of my companions. They all came across as acquaintances that were only tagging along because they're bored and have nothing else to do.Odd choice for a narrative team that entirely build from YA and fanfic writers. on the other hands, Nu-Obsidian writers loathe player agency (although it's highly regulated) so they would invest instead in companions/NPC reactivity that would force their infantile doll play on the player, this is a very MFA behavior.
In the recent Xbox podcast you showed that you can flirt, and you showed the character Yatzli, who is very flirtatious. But there aren’t romance options in the traditional sense, right? You're not building romantic relationships? You’re not marrying characters or anything like that, correct?
CP: Yeah, we decided to forego full romance paths in Avowed. It's something that we thought very hard about, and we talked about it as a narrative team. I think if you're going to invest in romance, everyone who's writing them needs to be absolutely, fully bought in. And the other thing you need to do is make sure that if you're going to provide that path, that you're balancing that with an equally meaningful and well-developed, non-romantic path because you never want players to feel that, "Well, the only way I really get to know this character or really get to form a meaningful bond with them, is if I commit to romancing them, which maybe isn't something I want to do." So, for all of those reasons, we decided to forego romances, specifically in Avowed. But we still built a lot of content around getting to know your companions. Forging deeper bonds with them and coming to understand their stories.
Post the original interview: https://www.gameinformer.com/previe...as-considered-but-ultimately-not-included-and
Can you tell me more about Avowed’s third-person option? That’s likely how I will play the game.
Carrie Patel, game director: So, as you yourself have just noted, there are a lot of people who simply prefer it. There are people who prefer it for aesthetic reasons. They've built this character, and they want to see them in the world. There are people who prefer it because of accessibility reasons. First-person maybe makes the motion sick, and FOV sliders don't quite get them comfortable. So yeah, there are a lot of reasons to have it. There are a lot of players who prefer it for some reason or another. But we're still giving players the same Avowed experience in third-person. Gabe can speak more to that.
Gabe Paramo, gameplay director: So, to be super clear, right? This is a first-person game with a third-person perspective. So, when we talk about feel, there might be some micro-adjustments – in terms of, like, the physics of the capsules, super micro – in order to give a little bit of leeway for the animation frames to kind of make those blend a bit better, but we want it to feel as snappy. And we and it's going to feel in control exactly like the first-person game. Okay,
So this is the justification they're going for? They're too lazy to write both a friendship and romantic path for the companions (despite there being only 4!!! of them), so they had to cut out the latter? Not even their own hardcore fans are naive enough to buy into this sorry-ass excuse. Shit, what are they even talking about? They can't write a good fellowship to begin with. At no point in PoE 2 or TOW did I ever feel any sort of camaraderie with any of my companions. They all came across as mere acquaintances that were only tagging along because they're bored and have nothing else to do.
MFA = Master of Fine Arts. Blackheart is referring to a type of graduate degree in "creative writing" which many consider to be a dumbed down alternative to a proper education in English literature: https://www.nytimes.com/2015/04/12/education/edlife/12edl-12mfa.htmlwhat the fuck is MFA behavior?Odd choice for a narrative team that entirely build from YA and fanfic writers. on the other hands, Nu-Obsidian writers loathe player agency (although it's highly regulated) so they would invest instead in companions/NPC reactivity that would force their infantile doll play on the player, this is a very MFA behavior.
In the recent Xbox podcast you showed that you can flirt, and you showed the character Yatzli, who is very flirtatious. But there aren’t romance options in the traditional sense, right? You're not building romantic relationships? You’re not marrying characters or anything like that, correct?
CP: Yeah, we decided to forego full romance paths in Avowed. It's something that we thought very hard about, and we talked about it as a narrative team. I think if you're going to invest in romance, everyone who's writing them needs to be absolutely, fully bought in. And the other thing you need to do is make sure that if you're going to provide that path, that you're balancing that with an equally meaningful and well-developed, non-romantic path because you never want players to feel that, "Well, the only way I really get to know this character or really get to form a meaningful bond with them, is if I commit to romancing them, which maybe isn't something I want to do." So, for all of those reasons, we decided to forego romances, specifically in Avowed. But we still built a lot of content around getting to know your companions. Forging deeper bonds with them and coming to understand their stories.
It's a joke degree. Nobody cares about it.MFA = Master of Fine Arts. Blackheart is referring to a type of graduate degree in "creative writing" which many consider to be a dumbed down alternative to a proper education in English literature: https://www.nytimes.com/2015/04/12/education/edlife/12edl-12mfa.html
I don't understand your complaint. Obsidian are inadvertently making their game better by conceding that they suck too much to include romance.The more interviews I read, the more mindboggling this gets. Who in their right mind came up with this project? Is this really Obsidian's future now? Producing shovelware for Xbox Game Pass?
So this is the justification they're going for? They're too lazy to write both a friendship and romantic path for the companions (despite there being only 4!!! of them), so they had to cut out the latter? Not even their own hardcore fans are naive enough to buy into this sorry-ass excuse. Shit, what are they even talking about? They can't write a good fellowship to begin with. At no point in PoE 2 or TOW did I ever feel any sort of camaraderie with any of my companions. They all came across as mere acquaintances that were only tagging along because they're bored and have nothing else to do.Odd choice for a narrative team that entirely build from YA and fanfic writers. on the other hands, Nu-Obsidian writers loathe player agency (although it's highly regulated) so they would invest instead in companions/NPC reactivity that would force their infantile doll play on the player, this is a very MFA behavior.
In the recent Xbox podcast you showed that you can flirt, and you showed the character Yatzli, who is very flirtatious. But there aren’t romance options in the traditional sense, right? You're not building romantic relationships? You’re not marrying characters or anything like that, correct?
CP: Yeah, we decided to forego full romance paths in Avowed. It's something that we thought very hard about, and we talked about it as a narrative team. I think if you're going to invest in romance, everyone who's writing them needs to be absolutely, fully bought in. And the other thing you need to do is make sure that if you're going to provide that path, that you're balancing that with an equally meaningful and well-developed, non-romantic path because you never want players to feel that, "Well, the only way I really get to know this character or really get to form a meaningful bond with them, is if I commit to romancing them, which maybe isn't something I want to do." So, for all of those reasons, we decided to forego romances, specifically in Avowed. But we still built a lot of content around getting to know your companions. Forging deeper bonds with them and coming to understand their stories.
Nah, the whole industry is like that. Bloat full of incompetent DEI people. It's not like other studios are churning games in 1-3 years. Look at Starfield / GTA VI / Cyberpunk / TES VI. Budgets are higher than ever while development time is x2-x3.Feargus must be funding a second vacation home with all the money he's fleecing from Microsoft.
They deserve it. Especially gates foundation and other ((philanthropists)). Hope someday MS will also flop.I know Microsoft are an amoral mega-corporation but I actually feel bad for how hard they got scammed here. I'm feeling the type of sympathy I normally only feel for lonely old women who fall victim to romance scammers. This is the videogame equivalent of cowboy builders. Imagine someone pitching to you being like "we're making the next Skyrim!" and you're like "wow!" and you keep sending money over then six years later it's just Avowed.
I got mine (bachelor's in writing) and immediately went and wrote code for a career lol.It's a joke degree. Nobody cares about it.MFA = Master of Fine Arts. Blackheart is referring to a type of graduate degree in "creative writing" which many consider to be a dumbed down alternative to a proper education in English literature: https://www.nytimes.com/2015/04/12/education/edlife/12edl-12mfa.html
It's what people with too much money get because they like being in college forever.
Writers don't need more than a bachelors and barely that. I regret spending money on it.
If they wanted to make the game better, they wouldn't be including any companions to begin with.I don't understand your complaint. Obsidian are inadvertently making their game better by conceding that they suck too much to include romance.
This is the claim that most people that can't do math always say. People bitch about things like the CEO of Ford getting a $20,000,000 bonus and how they should pay their workers more, but if you go the math on how much more they would pay all those people, it works out to a few cents on the hour. A better use of that would be something like R&D. Innovate, make something better and make sure those people keep the jobs they have in the face of competition.People should be paid more though. It's disgusting how much execs get paid (whether it's bonuses or just salary) compared to grunts
The amount of people they have working on games these days still shocks me. It's even more crazy when you have games like Spacebourne which was done by one very talented person.Only 100 employees bro. Gotta manage those expectations.
About 15 minutes here with Carrie Patel starting at 20:00
Yes clearly I "can't do math", good one.This is the claim that most people that can't do math always say. People bitch about things like the CEO of Ford getting a $20,000,000 bonus and how they should pay their workers more, but if you go the math on how much more they would pay all those people, it works out to a few cents on the hour. A better use of that would be something like R&D. Innovate, make something better and make sure those people keep the jobs they have in the face of competition.People should be paid more though. It's disgusting how much execs get paid (whether it's bonuses or just salary) compared to grunts
The amount of people they have working on games these days still shocks me. It's even more crazy when you have games like Spacebourne which was done by one very talented person.Only 100 employees bro. Gotta manage those expectations.
Only 100 employees bro. Gotta manage those expectations.
At this point I'd expect the game to be a 5-hour hallway combat simulator with collectibles.
People should be paid more though. It's disgusting how much execs get paid (whether it's bonuses or just salary) compared to grunts
Execs that, let's not forget, are usually responsible for ruining the fucking games they're in charge of
Translation: He likes video games and has enthusiasm to play video games.Over time, he sold out more and more and I can't even stand his retro gaming shit anymore.
Link to a guy who hates vidoe games and hopes video games will be bad, so he can performatively hate them on video for monkeys to watch.I think this is probably more on point: