skylar1146
Arcane
![Developer](/forums/smiles/titles/developer_flag.png)
Interesting, thanks for sharing. Hopefully he ugprades that mic setup tho lol
Maybe so, but it still gives me that BG/IWD vibe.TBH character building in BG1/2 is pretty barebones compared to Pathfinder.
Just the nature of the different systems, but still.
Wherein Tim grapples with the uselessness of Charisma.
And yet it's by far the worst of them all.Tim Cain said:No imagination is necessary. We had no time for a game balance pass before Arcanum shipped. Crash bugs and game slow downs had priority in QA.
Leon and I joke these days that The Outer Worlds was the first (and only) game we ever made together that didn't ship in its alpha state.
to which he said:Goral said:What if both players had 20 CHA? I assume it would cancel out and followers would remain where they were.
Tim Cain said:The game would probably crash.Seriously, looking at the code, it doesn't check the other player's CHA, so they could probably steal the follower back and forth forever, like some kind of follower ping pong match.
We had no time for a game balance pass before Arcanum shipped
I wonder if those two things are connected to how Outer Wilds turned out?The Outer Worlds was the first (and only) game we ever made together that didn't ship in its alpha state.
Sawyer's autism declared this to be so but I believe most people honestly wouldn't care given all the other ways it's not like 2nd or 3rd edition D&D. As Avellone said, he tended to discard or insist on things based on his own whims rather than a carefully-detailed philosophy.Pillars pretty much had to use 6 attributes ranging from 3-18 because it was being sold as an Infinity Engine game.
15 years too late to be concerned about Bethesda Softworks' version of a Fallout game.He's also concerned about Fallout 5 given how Beth has been slowly chipping away at Fallout's systems (first traits in 3 [which Josh added back in New Vegas] then merging skills into perks in 4).
Tim Cain said:I chat with Scott Campbell, the original lead designer on Fallout. Scott left Interplay in late 1995 (which we discuss) and was replaced by the equally talented Chris Taylor, whose game Stonekeep had just shipped.Learn about Scott's company White Moon Dreams here: https://whitemoondreams.com/
And read his article on the "Origins of Fallout" here: https://fallout.fandom.com/wiki/The_Origins_of_Fallout
Microsoft will farm out the next Fallout game to a different studio if this happens.Regardless, any prospective Fallout 5 developed by Bethesda would be created after The Elder Scrolls VI, which in turn will be created after Starfield is released, meaning that even if Bethesda manages to complete their next two games in four years each, which is unlikely, their next Fallout game would be released in 2031. More realistically, Fallout 5 would be released even later into the 2030s, assuming Bethesda decides to return to the post-apocalyptic subgenre rather than to create a Starfield II or to select a third Science-Fiction subgenre for adapting their game model.
Maybe that's a good thing.Tim Cain said:If you are asking if this particular channel will help my future games, then I don't think so, since I am not planning on having any future games. I am doing some design consulting as I slide slowly into retirement, but a pure "Tim Cain" is not on the radar.
I want more of this MeToo stuff now. Fargo sounds like a hilarious asshole. I thought Cain's stolen bonus was a one time misstep, but it looks more like a tip of the iceberg now.Around 55 minute he talks about how Brian Fargo fired an expert IT guy for demonstrating how badly secured net they have at Interplay.
Most likely whole lot of nothing. He mentions in his video about the notes that record-keeping has been an ingrained habit, those notes are a part of him at this point - that's how he remembers so much, they go back decades.Damn.
Tim is fucking cranking out videos like crazy.
Once he runs out of topics to discuss about, what will he do? Twitch streams?
On the other hand he says everyone was also on the same page on The Outer Worlds.![]()
Also, everything is couched in terms of the team rather than the designer's vision, yet FO1's team was mostly working independently, and their unity of vision was evidently a fluke.
I would rather say he's leaving a legacy behind. He's going to die anyway - like anyone - so might as well share what he can with people who are interested in what he has to say about it.A bit macabre, to be honest, considering how important they're to them. Feels like watching somebody at the sunset of his career chiseling his own headstone. Very Churchill-like, if you will.
Not just that, but also finding the people that share -or are at least willing to share- the same/similar references to make the game out of.This is a cautionary tale for designers and writers. If you want to make something interesting, you need to curate your references very carefully, you can't just rely on popular culture, you need education and familiarity. You create what you know, and if the media you know is trash, you will only increase the garbage pile.
Attempts to curate taste were made https://rpgcodex.net/forums/threads...-a-corporate-space-colony.130421/post-7119849As the media around them changed and they were slowly deprived of viable sources of inspiration, they were left with suboptimal material - uninspired, predictable, secondary. They now had to make tertiary content based on secondary content. So what could they do with it? Outer Worlds. They made Outer Worlds.
Ah. Outer World's sources of inspiration:Attempts to curate taste were made https://rpgcodex.net/forums/threads...-a-corporate-space-colony.130421/post-7119849
His story reminds me of what Sawyer described as the wrong way to make an RPG (which I still agree with)
Basically I think that most designers are overly concerned with what's come before when they sit down to write CRPG mechanics. When looking at mechanics that typically go into CRPGs, it's pretty hard to reverse-engineer a plan of intent. The conclusion I'm usually left with is that they wanted the system to "look like an RPG" on a UI screen. They have classes and stats and skills and skill/talent trees and a ton of derived stats when probably not all of that is necessary.
I believe that game designers, whether working in the RPG genre or otherwise, should establish what they want the player to be doing within the world. That is, they must ask themselves what they want the core activities of the player to be. Within those activities, the designer can find ways to allow growth over time in a variety of ways. How they want that growth to occur and what sort of choices they want to force the player to make -- that's what should drive the design of the advancement/RPG system.
Instead it usually seems like most designers sit down and say, "Well what are the ability scores going to be?"
He also talks about how he still believes in the Shapes but admits he just wasn't good enough to make it work.![]()