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Cain on Games - Tim Cain's new YouTube channel

NecroLord

Dumbfuck!
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Sawyer would've put in some more r*cemixing a la Icewind Dale 2 and semi w0ke stuff.
Shady Sands was deliberately multicultural as well. :)

Also Aradesh is a pajeet.
That makes no difference. I knew an Indian girl throughout elementary school, she talked like everyone else.
How was it multicultural?
It was just some small and humble settlement and pretty much every one of the npcs is white.
Vault 13, by comparison, had a few crimers.
Vault 13 even had redheads, though you cannot choose to play as one. Fallout 2 with the Restoration Patch allows you to, but the model itself is pretty ugly and nothing like the original one.
 

Roguey

Codex Staff
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How was it multicultural?
It was just some small and humble settlement and pretty much everyone of the npcs is white.
The way an NPC looks isn't necessarily how they are. The way Ian is described is quite different from his character model.

Aradesh was the town leader. The cows are called brahmin. His religion, all that stuff about dharma, is the religion; Katrina and Seth both give thanks to dharma.

The Khans were also from Vault 15; they were based off the Mongols Motorcycle Club, a group of Latino California bikers who were seething because the Hells Angels only allowed white men (funnily enough the Mongols have a "no blacks" policy themselves :P). It'd certainly be unusual for a group of Euro-Americans to model themselves after a foreign culture (not so much for racial minorities within that culture though).

Additionally straight from Tim Cain and Chris Avellone

All documented known Vaults and their experiments - this list was compiled by Tim Cain, I believe. Tim, that creaky old fogey, doesn't quite remember himself.

Vault 15 Intended to stay closed for 50 years and include people of radically diverse ideologies. Gathered from what you hear from Aradesh in Fallout 1, he has quite a bit of multi-cultural flavoring to his speech.
 

NecroLord

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How was it multicultural?
It was just some small and humble settlement and pretty much everyone of the npcs is white.
The way an NPC looks isn't necessarily how they are. The way Ian is described is quite different from his character model.

Aradesh was the town leader. The cows are called brahmin. His religion, all that stuff about dharma, is the religion; Katrina and Seth both give thanks to dharma.

The Khans were also from Vault 15; they were based off the Mongols Motorcycle Club, a group of Latino California bikers who were seething because the Hells Angels only allowed white men (funnily enough the Mongols have a "no blacks" policy themselves :P). It'd certainly be unusual for a group of Euro-Americans to model themselves after a foreign culture (not so much for racial minorities within that culture though).

Additionally straight from Tim Cain and Chris Avellone

All documented known Vaults and their experiments - this list was compiled by Tim Cain, I believe. Tim, that creaky old fogey, doesn't quite remember himself.

Vault 15 Intended to stay closed for 50 years and include people of radically diverse ideologies. Gathered from what you hear from Aradesh in Fallout 1, he has quite a bit of multi-cultural flavoring to his speech.
Yeah, I know about Vault 15.
Including people of radically diverse ideologies and expecting everything to go smoothly while locked inside a Vault?
Recipe for disaster.
 

Redshirt #42

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Messages
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Did we finally get a honorable mention from Tim?



there are a lot of toxic forums out there. Not gonna name them. I'm sure you know where they are, I'm sure you've experienced these. [...] people who are going to be super negative, all the time. [...] people who don't make anything. They've never made a game. They're not even trying to make games. [...] their opinion is objective truth? Please flee that forum!
You've been warned! :M
 

Roguey

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Messages
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Codex does have a handful of garage devs. :M

My own experience with my small RPG Maker projects reinforced my belief that too many devs try to do too much. :)
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Codex isn't even that bad, considering. Sure, it has its few nutbags, but when someone complains like this, the only thing I get is that they can't handle opinions different from their own. So, they flee and complain, or they go all out and demand censorship. Also, if it's Codex he means, it's a blatant lie, like Roguey points out. We got plenty of devs here.
 

Old Hans

Arcane
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Messages
2,265
Did we finally get a honorable mention from Tim?



there are a lot of toxic forums out there. Not gonna name them. I'm sure you know where they are, I'm sure you've experienced these. [...] people who are going to be super negative, all the time. [...] people who don't make anything. They've never made a game. They're not even trying to make games. [...] their opinion is objective truth? Please flee that forum!
You've been warned! :M

No Mutants Allowed, obviously
 

Infinitron

I post news
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Messages
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Enjoy the Revolution! Another revolution around the sun that is. 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
https://www.pcgamer.com/games/rpg/f...ey-didnt-sell-well-you-should-have-bought-it/

Fallout co-creator Tim Cain hasn't made sequels to his other cult classic RPGs because they didn't sell well: 'You should have bought it'​

"Sometimes gamers need to put their money where their mouth is."

Tim Cain's storied career includes a bunch of what are likely some of your favourite RPGs, including the first two Fallouts and Vampire: The Masquerade – Bloodlines. Some of the games he worked on became huge mainstream successes, while others—particularly the games developed by his RPG studio, Troika—became cult classics. And people are always asking him why he never made follow-ups to the latter.

"People regularly tell me, 'Why don't you make another game like Bloodlines,' or, 'Why don't you make a sequel to Arcanum?'" he says. "They're like, 'You made a cult classic.' And I'm like, 'The problem is the cult part.' They didn't sell well enough for a publisher to go, 'Oh yeah, we definitely gotta jump on a sequel to that.' So it's weird to hear people say to me, in some cases decades later, 'You should have done another one.' It's like, 'You should have bought it.'"

Because of the enduring love for Bloodlines, it's easy to forget what a disaster it was. It ultimately resulted in the death of Troika, which Cain co-founded with Jason Anderson and Leonard Boyarsky in 1998. Of the three games released by Troika between '98 and '05, when it closed its doors, Bloodlines was the least successful. The three founders had no choice but to end the studio, having let go of every employee by December '04. It just wasn't able to secure any deals with publishers.

This was long before the huge indie game development boom and Kickstarter, and Troika's elaborate RPGs needed the funding publishers provided. And it was just a risky proposition. Its games often reviewed well and got a passionate following, but uneven sales and a reputation for releasing games that featured a lack of polish and lots of bugs must have given the major publishers of the time some doubts.

"I hate to put things so mechanically," Cain continues, "but sometimes gamers need to put their money where their mouth is. If they don't like a game, they shouldn't buy it. If they love a game, they should buy it, and then they're going to get more of what they want." He's adamant that he's not blaming gamers, though. "I just think the only way to get more of what you want is to buy the things you want and not buy the things you don't want. Because ultimately, that's all that people are hearing. If a game comes out and sells a million copies, it'll probably get a sequel. If a game comes out and sells 50,000 copies, it's not getting a sequel."

It's a miracle that Bloodlines 2 eventually did turn into a tangible project—albeit over a decade later, and without the involvement of the former Troika team. But publisher Paradox largely seems to be regretting taking the risk. It's seen a slew of delays since it was first given a release window of 2021, is on its second developer, and has pretty much inspired the publisher to never make an RPG ever again.

Publishers love funding sequels, so when a game doesn't get one, there's usually a good reason for it, and normally it's simply because the original wasn't popular enough—even if, as was the case with both Arcanum and Bloodlines, they were brilliant.
 

0sacred

poop retainer
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Codex Year of the Donut
Maybe there just aren't enough people with good taste?

Personally I think BG3 is a shit game but that aside, a lot of people with shit taste definitely bought it. Tim only has himself to blame for not appealing to them more.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
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Codex isn't even that bad, considering.
I'm personally convinced there's a lot of devs here incognito because codex is really the only game in town. In 2024, there are basically no other places active enough or with a base standard of taste to match this forum.
 

NecroLord

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Joined
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Messages
16,581
Did we finally get a honorable mention from Tim?



there are a lot of toxic forums out there. Not gonna name them. I'm sure you know where they are, I'm sure you've experienced these. [...] people who are going to be super negative, all the time. [...] people who don't make anything. They've never made a game. They're not even trying to make games. [...] their opinion is objective truth? Please flee that forum!
You've been warned! :M

No Mutants Allowed, obviously

Lightweight compared to the Codex.
Still alright as far as gaming forums go.
You can find some good Interplay Fallout mods there.
 

NecroLord

Dumbfuck!
Dumbfuck Shitposter
Joined
Sep 6, 2022
Messages
16,581
Codex isn't even that bad, considering.
I'm personally convinced there's a lot of devs here incognito because codex is really the only game in town. In 2024, there are basically no other places active enough or with a base standard of taste to match this forum.
Chris Avellone is here somewhere.
C'mon, don't tell me he is not hanging around?
Besides, I do not think many forums will be willing to take him in after the lawsuit business...
Out here he is a local legend.
 

Tyranicon

A Memory of Eternity
Developer
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Messages
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>implying devs give a shit
I would assume at least some do, given the nature of working in video games.

You don't go into this field because of the pay and benefits.

And giving a shit means you'd want feedback from adults, which you won't be getting from YouTube, Steam forums, Reddit, Twitter, etc. Have you seen those places? Disgusting.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,156
Too bad he doesn't go into detail about what that guy got wrong.

I'd guess the game he was pitching was a straight-forward shooter/action title. Alas, Activision not even interested in that (but good for Arcanum).
 

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