Saerain
Augur
- Joined
- May 27, 2011
- Messages
- 499
It's bound to happen with age.I only dislike that this leaked while I asleep...
It's bound to happen with age.I only dislike that this leaked while I asleep...
Imagine thinking we could have incline for a change.
If only it was present-tense like how people generally play D&D, they could at least use that reasoning.The first person narrative of the dialog is the dumbest shit I've ever seen in a video game. Ever. It is horrible. This is what I mean about Larian and their goofy-ass approach to things. Why do they do this? What is the benefit of introducing such a horribly clunky narrative style? It is pure garbage, infuriating to read. Any half-decent writer in English would have told Sven this is a terrible fucking idea.
Only benefit I could see is saving fuckton of money on writing, C&C and voice overs.The first person narrative of the dialog is the dumbest shit I've ever seen in a video game. Ever. It is horrible. This is what I mean about Larian and their goofy-ass approach to things. Why do they do this? What is the benefit of introducing such a horribly clunky narrative style? It is pure garbage, infuriating to read. Any half-decent writer in English would have told Sven this is a terrible fucking idea.
I'm not strictly a fan of this approach, but in all honesty I also don't give a shit about it and I think for all intents and purposes it's practically inconsequential.The first person narrative of the dialog is the dumbest shit I've ever seen in a video game. Ever. It is horrible. This is what I mean about Larian and their goofy-ass approach to things. Why do they do this? What is the benefit of introducing such a horribly clunky narrative style? It is pure garbage, infuriating to read. Any half-decent writer in English would have told Sven this is a terrible fucking idea.
Like I said, I expect this to be Larian's swansong because a lengthy TB RPG is not AAA territory. I don't really see how they would manage to spread it as wide as possible with the other aspects. Graphics? Ok, but everything else? It doesn't seem like it's ripe for lowest common denominator.And that's an issue. AAA product requires AAA sales, and those imply as wide audience as possible, ergo a shallow game.With an AAA budget.
GC: It is always about the marketing. I’m a big fan of turn-based strategy games, especially XCOM – which your combat has something in common with, and I foolishly imagined it was going to be a big mainstream hit when they got it working so well on consoles. But of course it was a mild hit at best. But it seems with your games they should be much more successful than they are too, much better known…
MD: We’ve done a lot of data crunching, so we know what our market cap is on each console and PC. I think we’re about halfway through our market cap on PC, we can get another one-and-a-half to two-and-a-half million players I think on PC. But it’s true. And these kind of challenges, on how to communicate the game on many, many different levels, and dealing with the fact that people think it’s a CRPG when it’s really a co-op board game. All of these kind of things are a challenge.
And we’re growing, we’re successful, we’re not desperate. So working these things out with this kind of safe level of iteration, and growing as a publishing team and growing as a developer, it’s really a privileged place to be in. Because we’re not scrambling, we’re just listening and we’re watching and sort of growing. So I completely agree.
An interesting point about XCOM compared to CRPGs is we actually have more people who are XCOM players than we do that are Pillars Of Eternity players. So those parallels are really there, the data shows us that those parallels are there. But the most difficult thing, and I’ll tell you this, is trying to explain to publishing people why the game is such a success. It’s not the players.
The players, if you put it in their hands they have a great time, but people who look at this and go, ‘Well, why is this a success?’ They can’t work it out, and they don’t realise that it’s closer to a game like XCOM than it is Pillars and all of these kinds of things. So these are the greatest challenges. It’s more on the business side than it is on the community side.
The community really have our back. It’s really, really fun to work with everyone on that.
I'm not strictly a fan of this approach, but in all honesty I also don't give a shit about it and I think for all intents and purposes it's practically inconsequential.The first person narrative of the dialog is the dumbest shit I've ever seen in a video game. Ever. It is horrible. This is what I mean about Larian and their goofy-ass approach to things. Why do they do this? What is the benefit of introducing such a horribly clunky narrative style? It is pure garbage, infuriating to read. Any half-decent writer in English would have told Sven this is a terrible fucking idea.
I'd be curious to read something *rational* about hwy do you people care so fucking much about trivial shit like this.
Imagine thinking we could have incline for a change.
Imagine thinking that taking the risk to create the first ever TURN-BASED and ISOMETRIC RPG on an AAA-budget is somehow "decline".
How about you stop making fucking dumb claims as if they were a matter of fact and try a bit harder on the "rational" part of your justification?How about because it is bad writing? Like, bad on a third-grade level.
This discussion reminded me of a 2018 interview with Larian's publishing director:
GC: It is always about the marketing. I’m a big fan of turn-based strategy games, especially XCOM – which your combat has something in common with, and I foolishly imagined it was going to be a big mainstream hit when they got it working so well on consoles. But of course it was a mild hit at best. But it seems with your games they should be much more successful than they are too, much better known…
MD: We’ve done a lot of data crunching, so we know what our market cap is on each console and PC. I think we’re about halfway through our market cap on PC, we can get another one-and-a-half to two-and-a-half million players I think on PC. But it’s true. And these kind of challenges, on how to communicate the game on many, many different levels, and dealing with the fact that people think it’s a CRPG when it’s really a co-op board game. All of these kind of things are a challenge.
And we’re growing, we’re successful, we’re not desperate. So working these things out with this kind of safe level of iteration, and growing as a publishing team and growing as a developer, it’s really a privileged place to be in. Because we’re not scrambling, we’re just listening and we’re watching and sort of growing. So I completely agree.
An interesting point about XCOM compared to CRPGs is we actually have more people who are XCOM players than we do that are Pillars Of Eternity players. So those parallels are really there, the data shows us that those parallels are there. But the most difficult thing, and I’ll tell you this, is trying to explain to publishing people why the game is such a success. It’s not the players.
The players, if you put it in their hands they have a great time, but people who look at this and go, ‘Well, why is this a success?’ They can’t work it out, and they don’t realise that it’s closer to a game like XCOM than it is Pillars and all of these kinds of things. So these are the greatest challenges. It’s more on the business side than it is on the community side.
The community really have our back. It’s really, really fun to work with everyone on that.
So they thought their market cap for this kind of game on PC is 3 to 4 million copies.
At least it will be better than Outer Worlds
If this were Divinity 3 it would be a third-person action RPG.Imagine thinking we could have incline for a change.
Imagine thinking that taking the risk to create the first ever TURN-BASED and ISOMETRIC RPG on an AAA-budget is somehow "decline".
Muh turn based combat.
If this was Divinity 3 you'd probably wouldn't be giving much of a shit.
Imagine thinking we could have incline for a change.
Imagine thinking that taking the risk to create the first ever TURN-BASED and ISOMETRIC RPG on an AAA-budget is somehow "decline".
Muh turn based combat.
If this was Divinity 3 you'd probably wouldn't be giving much of a shit.
How about you stop making fucking dumb claims as if they were a matter of fact and try a bit harder on the "rational" part of your justification?How about because it is bad writing? Like, bad on a third-grade level.
In practical terms the difference between a non-voiced
"Yes, I agree"
and a non-voiced
*I told him I agreed*
is entirely flavor. It doesn't change a fucking thing.
If this were Divinity 3 it would be a third-person action RPG.Imagine thinking we could have incline for a change.
Imagine thinking that taking the risk to create the first ever TURN-BASED and ISOMETRIC RPG on an AAA-budget is somehow "decline".
Muh turn based combat.
If this was Divinity 3 you'd probably wouldn't be giving much of a shit.
If this were Divinity: Original Sin 3 it wouldn't be using the D&D ruleset. That's a major difference right there.
we have to tweet it to swen.
"If you don't see why I'm right without reasoning, I definitely don't need reasoning."How about you stop making fucking dumb claims as if they were a matter of fact and try a bit harder on the "rational" part of your justification?How about because it is bad writing? Like, bad on a third-grade level.
If you're asking me why the screen-shotted dialog is bad writing, I'm going to assume English isn't your first language. If English is your first language, and you still don't see a problem with that horribly clunky shit, you have no taste or you can't fucking read.