For Bloodlines Mitsoda wasn't even the lead writer or anything. He was just credited as a writer/designer (although he was the first listed in the credits if that indicates anything about authority/leadership role), while there was a project lead and creative lead. Mitsoda was responsible for a much smaller percentage of the design choices for Bloodlines than Chris Avellone was for Planescape Torment.
Brian Mitsoda said:As I've said, Beckett and Smiling Jack were White Wolf characters. As for developing the others, that was up to the writer/designers. I wrote over seventy of them, including LaCroix, Gary, Jeanette and Therese, Nines, Damsel, Beckett, VV, Caine, Heather, Isaac, Chunk, Pisha, Mercurio, Larry, Samantha, Ji Wen Ja, Yukie, the blood dolls, the radio script, the news, and a lot of ambient stuff I think that covers the stuff I had the most fun with.
TJ Perillo wrote Jack, Ming, Skelter and a few other NPCs. Chad Moore wrote Strauss and wrote/edited some of the NPCs.
Not with BL1 but I was amazed how accurate he recognized all the issues of Dead State in a "what went wrong" section of this postmortem.Mitsoda likely saw a lot of problems with the original.
meh, bullshit.While we were able to achieve an impressive scope for the project, we definitely had to work with the base of what we could afford. Most reviewers called us out on the lack of activity in the Shelter or the turn-based combat not being interesting enough, and while we would have liked to have done more with them, we simply did not have the budget to make those features happen.
You're right but Underrail is a combat-focused game while Dead State is not. I'm aware that it might not look like it at the end but I assume it was in a Brian's mind beforehand. Just one of the "three key components". And his idea to make combat more interesting to just throw more "features" in it is kinda ridiculous but eh, what can you do. His explanation sucks here but he still recognize the flaw anyway.Underrail's combat(character building, etc.,) is way better, what kind of budget and team did it have?
Combat and character building in Dead State(to be clear here -- I'm not picking on Dead State, this applies to a lot of cRPGs) is subpar because it's obvious the designers never bothered to learn the fundamentals. It's like trying to draw lifelike figures without even studying anatomy but just guessing. They did a rough approximation of what they think it should look like.
Honestly, it's sort of ridiculous how he seems OK with just having bad combat. It's like an FPS having bad shooting mechanics and the designers saying "well, our priorities were elsewhere!"
It's somewhere between OK and good. The lack of base-building RPGs gives it a niche to fill which bumps it up a bit. The game has a yuge cast of NPCs with a lot of interactions between them, which is fairly unique outside of things like Bioware games.(I'm also beleive that game was passable and even worth playthrough).
It's somewhere between OK and good. The lack of base-building RPGs gives it a niche to fill which bumps it up a bit. The game has a yuge cast of NPCs with a lot of interactions between them, which is fairly unique outside of things like Bioware games.(I'm also beleive that game was passable and even worth playthrough).
If anything, the game's sales likely suffered due to it being released after the zombie genre was beaten to death. It probably would have done better in a Fallout/Wasteland-style setting.
Hm, last tweet from Hardsuit Labs HR
Fire Brian and then a week later put out a call for a systems designer. Additionally, looking for an experienced systems designer this late in development spells serious trouble. After four years, they should be finished with all that already and focusing on polish.
Annie stopped caring about her appearance, but she's biologically female.
I know from a source he was sending everybody dicc pics. He got fired when it turned out the dicc was avelonne's.Someone did step forward claiming that Brian did indeed touch some private parts.
Its just that as P(H)R person was typing explanation someone connected the dots that indeed it might not have happened. After all everyone is working from home due to pandemic
unofficial patch DLC
The best you folks can hope for is a scenario where the game's narrative is complete and they are having trouble with the technical aspect of a multiplatform release.
If you assume the above is true, here's how you explain the other things:
-They weren't ready to launch before Cyberpunk and with that pushed to November there's no viable 2020 release date.
-Some staff were dropped to cut costs.
-The artists and level designers were retained to work on DLC.
-The Ubisoft franchise man was brought in because someone is deluded enough to think they can make Bloodlines DLC into a yearly release like Far Cry.
As I said in the follow-up post, I totally agree it is OK. OK is not great though, or even a flawed gem; it’s flaws are substantial enough that I could not give it an unqualified recommendation (also how many base-building RPGs can you think of period? I can count em on one hand). Regardless though, it was pretty clearly mismanaged. They completely scrapped and restarted the entire project at least once iirc, and I think it’s development time totaled something like 8 years in total (obviously not in full-production the whole time, and made with a small and largely part-time team, but still). The guy just should not be a manager.Does anyone actually think Dead State is bad? I thought it was OK, just repetitive.I like Bloodlines 1 as much as the next guy, but after Alpha Protocol and Dead State -edit: and let us not forget TToN!- (both of which I also actually like!) I'm pretty confused as to how the prevailing theory here is basically "BRIAN MITSODA DID NOTHING WRONG! IT'S A DEEP STATE CONSPIRACY!". Dude is a dumpsterfire fire, albeit a talented one.
If you want to play a base-building RPG it's definitely one of the first I'd recommend.
Of course VP Kuattro, but do we need a Senior Narrative Writer to write a DLC?The best you folks can hope for is a scenario where the game's narrative is complete and they are having trouble with the technical aspect of a multiplatform release.
If you assume the above is true, here's how you explain the other things:
-They weren't ready to launch before Cyberpunk and with that pushed to November there's no viable 2020 release date.
-Some staff were dropped to cut costs.
-The artists and level designers were retained to work on DLC.
-The Ubisoft franchise man was brought in because someone is deluded enough to think they can make Bloodlines DLC into a yearly release like Far Cry.
This possibility has also been pointed to in the main game thread, and my answer is the same: Apart from artists and level designers, someone has to write for the DLC don't they? At least in a narrative heavy game.
If anything, the game's sales likely suffered due to it being released after the zombie genre was beaten to death. It probably would have done better in a Fallout/Wasteland-style setting.
Ahemalso how many base-building RPGs can you think of period?
Oh nice! I missed that thread!Ahemalso how many base-building RPGs can you think of period?