I understand that's not how the actual world works and there are some games where it makes sense and it benefits the gameplay, but it seems like just about every game has to deal in nuance where *intelligent* enemies are concerned and I miss the days when I could just kill a fucking orc and be happy about it.
Tim Cain if he made a game about the Khmer Rouge:I'm drinking milk from the fridge with a glass.
You fool, I'm drinking directly from the carton, and now I will explain my motivations as of why!
That's how Tim's evil feels like.
I talk about providing multiple options in dialog that support and reinforce the players' choices for their characters' personalities.
I talk about the most important and most misunderstood job that a game director has to do, and that's inspect every element of the game to see if it serves the game's vision.
I talk about game flavor and try to define what it is and why it is so important for a game director to enforce it.
I talk about game flavor and try to define what it is and why it is so important for a game director to enforce it.
He says he was a poor businessman but learned a lot from failure.What's the lore, was Troika fucked over by publishers or was it their own fault?
Yes.What's the lore, was Troika fucked over by publishers or was it their own fault?
Could be when he talked about Interplay suing him several times claiming he was using code he had made for them when working there.Wonder what "people who didn't like that we started Troika" he's talking about, sounds like more juicy gossip.