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Cain on Games - Tim Cain's new YouTube channel

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


I talk about my notes some more, and what I want people to learn from my stories. I'll use a Fallout story as an example of what I mean.
 

NecroLord

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Look at that shirt...
:lol::lol:


When is Tim going to release a highly informative video on putting gay mechanics in your rpg?
 

Sigourn

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My uncle is gay but had two sons and a daughter, so I'm not really surprised by the "so long as you give me grandchildren" angle some people have.
Anyway good video, the Tim Cain worldbuilding keeps expanding. I wish other devs did this too.
 
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A ton of wastefulness according to Scott Campbell
In certain aspects, the late 90s-2000s gaming dev environment was pretty full of bad fads and general stupid shit. I think a possible big part of it was because things were still so new, so there was a lot of stuff that simply wasn't done at all, a lot of new tech, etc. Examples:

- "Turn-based combat is obsolete" which led us to the Dark Age of RPGs. I don't like the game myself, but Firaxis' nuX-COM was pretty much the big "TB is acceptable again!" starter pistol.
- The insane push to 3D was kinda stupid, in retrospect. If your game doesn't use the three dimensions, there's no need to be three dimensions. There's a reason all the early 3D titles aged out way worse than their 2D counterparts. I still cringe internally at all the time and money Interplay spent on the Jefferson engine, when they could have literally taken the engine used in Fallout Tactics and made Fallout 3 with it. So many studios died trying to make the jump. Sometimes I wonder if the real reason for it is that people were simply done with messing about with Sprites and Tiles.
- Turn-Based/Real-Time Hybrid systems as a way of making both parties happy (See: X-COM Apocalypse, Arcanum, Fallout Tactics. The cancelled X-COM Genesis was going to do this too). Nowadays, this is wisely and widely considered a dumb idea.
- "Games as Movies". Not that this type of thinking has ever gone away.
- "PC Games are dying"
- Early multiplataform held PC gaming back for years, PC gaming forced to fit into an inferior console mold.
 

behold_a_man

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Why are people creating videos showcasing their hideous faces coupled with cacophonic voices rather than simply writing their thoughts down? Essays are faster to read, easier to dissect, and way less repulsive than a video if you don't have anything visually interesting to show.
 

Saint_Proverbius

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- The insane push to 3D was kinda stupid, in retrospect. If your game doesn't use the three dimensions, there's no need to be three dimensions. There's a reason all the early 3D titles aged out way worse than their 2D counterparts. I still cringe internally at all the time and money Interplay spent on the Jefferson engine, when they could have literally taken the engine used in Fallout Tactics and made Fallout 3 with it. So many studios died trying to make the jump. Sometimes I wonder if the real reason for it is that people were simply done with messing about with Sprites and Tiles.
It's been a while, but wasn't Jefferson supposed to be TORN? How much time and money did Interplay waste on that thing? They licensed Lithtech for it. Fucked around for a few years, and ended up scrapping it. I don't even think any of those assets were able to be used in anything else they made, nor was the Lithtech engine they licensed. The whole reason they were doing TORN was because "RPGs needed to be Fantasy setting to sell", which was another trope from the early 2000s. Interplay followed a lot of these tropes down the shitter. It's kind of funny they decided to do Fallout 3 only afterwards.
Turn-Based/Real-Time Hybrid systems as a way of making both parties happy (See: X-COM Apocalypse, Arcanum, Fallout Tactics. The cancelled X-COM Genesis was going to do this too). Nowadays, this is wisely and widely considered a dumb idea.
The one thing I remember from news posting as much as I did back in the early 2000s was pretty much everything AAA was either a Diablo clone or a Baldur's Gate clone, with the notable exception of Oblivion which annoyed the piss out of Vault Dweller. And honestly, the only BG-likes I remember that I actually liked were the ones from China, like Prince of Qin. In fact, I don't even recall any of the others by name. I do remember a whole slew of Diablo clones that sucked, and it wasn't until Divine Divinity and Sacred that something worth playing was released.
Early multiplataform held PC gaming back for years, PC gaming forced to fit into an inferior console mold.
Not to mention that it took developers forever to figure out decent control schemes for a controller, even though the PSX, N64, etc. had close to the layout and features modern controllers have. Even with the finalized XBox controller that's a standard these days, it still took them years to figure out a decent way of controlling things for each genre.
 
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It's been a while, but wasn't Jefferson supposed to be TORN? How much time and money did Interplay waste on that thing? They licensed Lithtech for it. Fucked around for a few years, and ended up scrapping it. I don't even think any of those assets were able to be used in anything else they made, nor was the Lithtech engine they licensed. The whole reason they were doing TORN was because "RPGs needed to be Fantasy setting to sell", which was another trope from the early 2000s. Interplay followed a lot of these tropes down the shitter. It's kind of funny they decided to do Fallout 3 only afterwards.
Nah, Jefferson Engine was Baldur's Gate III: The Black Hound. TORN was before that.
Yeah they definitively wasted a bunch of money on it, for fuck-all result. TORN was definitively part of the beginning of the end for Interplay.

Interplay also lost the D&D license for PCs in 2003. Which pretty much killed BIS' BG3 and led to Avellone's resignation. Because of that, The Black Hound was cancelled and they put all the work into making Fallout 3 using Jefferson.

Good call on the "RPGs need to be fantasy to sell". Highly ironic that in the end, they ran to Fallout, one of their own's the biggest denials of that trope.

AFAIK the timeline goes like this:

- 1997: Fallout released. Planescape Torment development begins, using the Infinity Engine
- 1998: FO2 released. Interplay decides that the next Fallout should be 3D.
- 1999: Planescape Torment released. Work on the first iteration of Fallout 3 starts, using the NDL engine. Cancelled because Interplay was inexperienced with 3D game engines, moved over development to what would be Icewind Dale.
- 2000: Icewind Dale Released. After the cancellation of the first FO3 iteration, Avellone started working on a Fallout tabletop game in his spare time, and ran his two legendary tabletop games which spawned much of Van Buren.
- 2001: TORN announced, developed by the same team behind Planescape Torment, then cancelled not long after. Development on Jefferson AKA Baldur's Gate III: The Black Hound begins. Fallout Tactics released.
- 2002: BGIII is announced to be in-development. Uses their newly-created Jefferson Engine, which takes a lot of inspiration from Neverwinter Nights' Aurora Engine.
- 2003: Interplay loses the D&D License on computers (but not consoles). The Black Hound is cancelled. BIS is told to use Jefferson to make Fallout 3.
- Mid-2003: Work on Van Buren begins. According to Josh Sawyer, Van Buren had six months of development in it. Seeing as it was cancelled in December 2003, I think its reasonable to assume it began somewhere between May-June of 2003. According to Josh Sawyer, he kept asking Interplay to evaluate their work, but they never did it. "Interplay either had no interest or care for what we are doing." Sawyer resigns after they pull one of their remaining character designer artists to another project. Lionheart: Legacy of the Crusader is released around this time.
- December 2003: Van Buren cancelled sometime after Josh Sawyer resigned. BIS closed. Focus shifted to The Burned Game because Titus wanted to focus on console releases. We all know how that ended.
- 2004: The Game Which Shall Not Be Named was released. Bauldur's Gate: Dark Alliance II released.

According to Chris Avellone, Interplay lost its vision with Brian Fargo gone.

Yeah, Fallout 3 was definitively a Hail Mary for Black Isle.

I have a feeling that the kill-shot was the loss of the D&D rights. Had Interplay retained the D&D rights, BGIII would have probably been released in 2003. Had it done well, Interplay may have gotten enough money to not pull the plug and consider console crap was where it is at. BIS' Fallout 3 might even have been finished.

The one thing I remember from news posting as much as I did back in the early 2000s was pretty much everything AAA was either a Diablo clone or a Baldur's Gate clone, with the notable exception of Oblivion which annoyed the piss out of Vault Dweller. And honestly, the only BG-likes I remember that I actually liked were the ones from China, like Prince of Qin. In fact, I don't even recall any of the others by name. I do remember a whole slew of Diablo clones that sucked, and it wasn't until Divine Divinity and Sacred that something worth playing was released.
Oh yeah, that was definitively a thing. Everyone and his mother was making Diablo and BG clones. Except Bethesda, they were going full Consoletard with Oblivion.
Not to mention that it took developers forever to figure out decent control schemes for a controller, even though the PSX, N64, etc. had close to the layout and features modern controllers have. Even with the finalized XBox controller that's a standard these days, it still took them years to figure out a decent way of controlling things for each genre.
True, there was a lot of experimentation at the time, because a lot of genres were new to consoles.
The PSX controller was pretty damn good from what I remember right, and it was pretty "modern" as controllers go.
It's funny, I remember the N64 was a huge ungodly and ungainly heavy thing. However, a few years ago I did play some N64 games at a party in a bar, and it wasn't that bad. Either my memory is fucking with me or I remember it being heavy because I was a pre-teen with little kid hands.
 
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Saint_Proverbius

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I have a feeling that the kill-shot was the loss of the D&D rights. Had Interplay retained the D&D rights, BGIII would have probably been released in 2003. Had it done well, Interplay may have gotten enough money to not pull the plug and consider console crap was where it is at. BIS' Fallout 3 might even have been finished.
They also lost the Star Trek rights around that same time, and Interplay made a lot of Star Trek games including Star Fleet Command which is my favorite Star Trek game of all time. It's kind of interesting that after Interplay lost the rights to Star Trek, I can only name five single player Star Trek games, Starfleet Command III from Activision which was a Next Generation stripped down version of what Interplay did because they didn't have the Starfleet Battles license, Star Trek Armada I and II which was basically Warcraft with star ships, that Nintendo DS game I forget the name of, and Star Trek Voyager: Elite Forces. And most of those were years, if not decades, ago. Elite Forces was the only notable one of that bunch too. Certainly nothing compared to Starfleet Command or the Starfleet Academy series. Admittedly, it was odd flying a starship around with a flight stick, though.

Well, I'd forgotten that Star Trek VR game and Bridge Commander, but the VR game is the only newish one. Other than what I mentioned, you have Star Trek Online(which the space combat is similar to Starfleet Command) and that mobile game. At least Interplay tried some things with the Star Trek license.
It's funny, I remember the N64 was a huge ungodly and ungainly heavy thing. However, a few years ago I did play some N64 games at a party in a bar, and it wasn't that bad. Either my memory is fucking with me or I remember it being heavy because I was a pre-teen with little kid hands.
It was awkward as Hell when it came out, probably because most people were used to SNES style controllers. It was the first controller I remember with an analog stick, though, and I think the intention was for the camera in 3D games. I also remember thinking the PSX controller was awkward until I got used to it.
 

Roguey

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Why are people creating videos showcasing their hideous faces coupled with cacophonic voices rather than simply writing their thoughts down? Essays are faster to read, easier to dissect, and way less repulsive than a video if you don't have anything visually interesting to show.
He's talked about this, he comes across as too mean in text.
 

Sigourn

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Some people also prefer hearing the person behind the thoughts. Human emotion is nice to see.
 

Froila

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The bad guys here are Interplay's management for mismanaging the company to such an extent that their last profitable subdivision was forced to make slam dunks to keep the entire company afloat. Their poor decisions lead to this.
I'm curious, who were the bad guys for mismanaging Troika?
 

Roguey

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I'm curious, who were bad guys for mismanaging Troika?
Themselves. All their games were overambitious and suffered for it. I know Tim likes to blame the publishers and their manipulative ways, the "Don't you want to make a great game?" talk.
 
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
This seems to be his roundabout way of saying it's okay to interpret Fallout as anticapitalist even though he told Avellone he didn't actually create it as such. :M
What about The Outer Worlds?
Is that also a work of art?

It's not Fallout, but the Outer Worlds' reputation as rabidly anti-capitalist propaganda is somewhat undeserved.

Most NPCs are well adapted to the game's hyper capitalist environment, leading happy and purposeful lives, and the POV of 'the Board' about why stability and profit (even if it comes at a high human cost) are important is well represented throughout the game. Most choices are less pro-capitalism and pro-socialist and more pro-corporation or anti-corporation, and there is usually a 'hidden' Third Way that reconciles the two competing interests if you find the right data caches or accomplish the extra objectives. One of the best companions 'Vicar Max' is actually an effective vehicle for the pro-corporation argument.

The game's exact attitude toward capitalism is sort of undefinable, but the overall impression I got is less that 'capitalism bad, socialism good' and more 'a future society dominated by capitalism would be imperfect and complicated and seem very odd to a fish out of water experiencing it for the first time'.
 

Saint_Proverbius

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It's not Fallout, but the Outer Worlds' reputation as rabidly anti-capitalist propaganda is somewhat undeserved.
Keep in mind that the same people who think Outer Worlds is anti-capitalist are the same people who visit Starbucks at least once a day, wouldn't give up their iPhone if they found out it caused turbo-cancer, have a bathroom cupboard filled with bottles labeled "Pfizer" they they had filled at their local CVS, can't pry themselves away from Reddit and Twitter, shop for merchandise at Target and Amazon, get their food from Whole Foods, and so on. They're the most pro-corporation people on the planet.
 

NecroLord

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Hate it when designers insert political and social commentary in the games they are working on.
It's not funny, it's not clever.
The only game where it really worked was Deus Ex, but it was non partisan. It asked more questions about social and political problems and did it in a quite prophetic way when you factor in what has happened since the game was released, but it did not provide clear answers.
 

NecroLord

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The question you need to ask yourself is if you're a white male, and then reconsider
The question you need to ask yourself is if it is truly worth it.
Is it worth it to become some corpo's bitch and be a mere gear in the ever grinding Triple A machine?
 

0sacred

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I answer my channel's most frequently asked question, would I work on a new Fallout? TLDW: Maybe...what's new about it?

A big reason why Tim had a Midas touch in his prime was probably this, only working on projects he was genuinely enthusiastic about. And having the spine to follow through with it. Can you imagine Soyer turning down working on Pillars II? :lol: nah, he did it and complained afterwards about muh isometric burnout.
 

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