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Cain on Games - Tim Cain's new YouTube channel

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,048
There more that get known about development, the more I'm sure that the games we hold dear are just happy accidents.

Oftentimes it's the result of the culture at the time too. There's only so much you can trust someone's opinion 20-30 years after the fact. The person they were back then would probably stridently disagree with the person they are now.
 

sosmoflux

Educated
Joined
Apr 16, 2022
Messages
385
I found the 1-point dilemma particularly strange because, in real game development, designers are expected to take in information (in his case, the 16 other team members) and then build satisfying solutions that are well designed and appease most peoples' problems.

No doubt he's being reductive to make a fun point for a video or whatever- but it's kind of a self own that the design lead couldn't figure out a solution beyond one he likes and another everyone else likes. Just, like, design something better, man.
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,816
Have fewer level-ups. Give more points per level. Increase the cost of higher tier stuff. Holy shit that was a tough nut to crack.
 
Joined
Dec 12, 2013
Messages
4,351
He caved to the majority, directly in contradiction with better overall judgment (which is the role of the designer) and did so at the very end of development when such radical changes to something as essential as core game stats should be anathema (poor management.) If you told Tim to swap out the entire game engine less than 3 months before shipping, he'd tell you to pound sand. As a programmer, he knows that's not only stupid, it's suicidal. Why was his conviction on the design side lacking by comparison? Why did he go with the knee-jerk "solution" anyway? Why not propose (or implement by fiat, because the buck stops there) a compromise solution? Change the sliding scale of increasing point costs, make it cheaper overall, but preserve the exponential increase. Going from exponential to linear isn't a small thing. It would be far easier to iterate this as well, since the established pattern should have been set by previous testing at max "difficulty," giving an upper bound.

It' s because he managed to successfully switch the ruleset of Fallout few weeks before shipping. It gave him a confidence in making such rapid changes right before shipping.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,925
It' s because he managed to successfully switch the ruleset of Fallout few weeks before shipping. It gave him a confidence in making such rapid changes right before shipping.
Fallout's system wasn't his. That was Chris Taylor's homebrew that he created in high school, Tim's only contribution was adding Luck.
 
Joined
Dec 12, 2013
Messages
4,351
It' s because he managed to successfully switch the ruleset of Fallout few weeks before shipping. It gave him a confidence in making such rapid changes right before shipping.
Fallout's system wasn't his. That was Chris Taylor's homebrew that he created in high school, Tim's only contribution was adding Luck.

I know that and all problems mentioned concerning doing quick changes to fundamental game mechanics near release still aplpy.
 

Warhawk47

Novice
Joined
Jun 23, 2023
Messages
15
The fact that it wasn't his system is the lynchpin: From the sounds of it, I don't think he'd ever designed and built his own (complicated, multi-faceted) game from the bottom up, from the mechanics and interface to the graphics and marketing fluff. His code-engine "toys" didn't seem to fit this bill. Without that experience, he never ran into the first-hand problem of changing something fundamental and breaking the rest of it. It's as if he discounted mechanics as being "easy" to produce and incidental, focusing everything on fluff content (a balance pass wasn't a priority? That's crazy!) Contrast that to myself or any other current-day dev, indie or hobbyist especially, who almost has no choice but to learn these things. Explains a lot, especially if he took "decades" to learn from the aftermath. If you really want to wax philosophical, consider why it took him that long. But that's something better left to the man himself.
 

Geomancer86

Literate
Joined
Jun 10, 2023
Messages
13
He keeps posting daily and I'm wondering what will happen first, will he run of topics or cool unseen shirts first?
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,925
Another video firmly establishing that all the RPGs you like are only as good as they are due to luck and circumstance and there was never any grand genius behind them. It's amazing that there are any good RPGs at all.
 

flyingjohn

Arcane
Joined
May 14, 2012
Messages
3,238
Another video firmly establishing that all the RPGs you like are only as good as they are due to luck and circumstance and there was never any grand genius behind them. It's amazing that there are any good RPGs at all.
dhBmEqnEOWbZ_640x360.jpg

96bc0b62-ab6d-11ed-8b70-02420a00019a.webp
 

Warhawk47

Novice
Joined
Jun 23, 2023
Messages
15
Still strange, big surprise. The game really started with the mechanical underpinnings, finding its way from swords and shields to Fallout, but Tim's assertion prior to that is "it all starts with a setting." At least he could admit it sounds slapdash, which it does.

Another thing he seems to miss, or not hash out while discussing, is the difference between art and product. Great art rarely makes for a great product, and vice versa. Fallout 1 ended up somewhere in between. It lacked the lone visionary whose art it would have been. Collaborative art tends to fall short of what an individual can do, even when it gets awfully close, which in this case it did. The tradeoff here is that to make a product that sells, you need a team to develop it quickly enough. Some guy in his basement could just as easily have designed Fallout, but in the time it would take him to actually build it (with tools of the time) he'd likely still be at it today.

If we were all paid to exist (and it didn't involve supreme mental and physical slavery) then we could have plenty of awesome RPGs, even if they did take 5-10 years to build. There are enough people to go around. But if you want it now, in the form of a product with a price tag, you literally get what you pay for.
 
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Konjad

Patron
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
Another video firmly establishing that all the RPGs you like are only as good as they are due to luck and circumstance and there was never any grand genius behind them. It's amazing that there are any good RPGs at all.
Troika Games, Zero Sum... I'd say both of them weren't just hitting D20, they really were good (especially Troika). It was a team effort though, no single genius behind everything.
 

Moink

Cipher
Joined
Feb 28, 2015
Messages
675
Slightly out of the loop but has Tim said anything about his time at Carbine/WildStar? I've heard some very bad things about his management during the early development, getting his side of the story would be interesting.
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
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Smyrna - Scalanouva
Divinity: Original Sin 2
Slightly out of the loop but has Tim said anything about his time at Carbine/WildStar? I've heard some very bad things about his management during the early development, getting his side of the story would be interesting.
Maaaaan, now that was a shitstorm. Wildstar had some nice things going but buggy endgame, shitty updates and non existant account security quickly killed that game.
I was shocked to find my character completly naked one morning. Fuckers sold everything for gold and destroyed quest items, accound bound unsellable objects...
 

Moink

Cipher
Joined
Feb 28, 2015
Messages
675
Slightly out of the loop but has Tim said anything about his time at Carbine/WildStar? I've heard some very bad things about his management during the early development, getting his side of the story would be interesting.
Maaaaan, now that was a shitstorm. Wildstar had some nice things going but buggy endgame, shitty updates and non existant account security quickly killed that game.
I was shocked to find my character completly naked one morning. Fuckers sold everything for gold and destroyed quest items, accound bound unsellable objects...
He's apparently innocent of a lot of these sins because he, allegedly, fucked up so much barely any of his ~5 years of work made it into the final product;
One of the most prevalent issues with the game that I noticed was bad direction from top down. People like Tim Cain specifically made way more problems than they were worth. Honestly the guy was a total dick. Awful to work with and almost nothing he "did" ended up in the game. His lack of leadership I would say was one of the reasons why the first 4-5 years of the game were almost completely thrown out. Literally...
 

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