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Cain on Games - Tim Cain's new YouTube channel

PapaPetro

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Tim Cain said:
I talk about how critical hits and misses work in Fallout.

Edit:
Tim Cain has turned off all criticals (successes and failures) during first play day / first location (caves outside Vault and in random encounters before visiting first city) because people in QA were pissed when they would start a game and get critical failure.

That's why in Colony Ship RPG we can choose either 1) true random - where rolling 1 a hundred times in a row is possible / 2) Lightly adjusted - the card deck method where numbers are drawn like cards from a deck, meaning you can't draw the same number twice until deck is reshuffled / 3) Heavily adjusted - where the number of consecutive misses in a row is based on THC (to hit chance) but it of course applies to enemies too.

Why not just unlock criticals globally (or locally just against the players) later after the players have levelled up to the point where they won't get oneshotted while they are vulnerable/extra-squishy?
 

I ASK INANE QUESTIONS

ITZ NEVER STOPS COOOMING
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Steve gets a Kidney but I don't even get a tag.
1) This also goes back to my original point - they ran out of media they could quote. Two primary inspirations Tim and Leonard quote there are both secondary media. Everything else was, by Boyarsky's admission, an afterthought, presented to writers and the team as highly specific reference material.
2) The fact that OW team failed to do their references justice also tangentially reinforces my original argument that with Fallout they accidentally stumbled into a unified vision for the project because everyone already spoke the same language.
 

Harthwain

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2) The fact that OW team failed to do their references justice also tangentially reinforces my original argument that with Fallout they accidentally stumbled into a unified vision for the project because everyone already spoke the same language.
I will add that when they were doing Fallout they had fun with it. The Outer Worlds is more like a job.
 

fuzz

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Power Fist or Super Sledge with Jinxed is really fun.
With Sledge you can hit others so hard that they start a zero-G flight. They'll float for half a screen or till they hit an obstacle.
The novelty wears off pretty fast and makes you wish you picked Bloody Mess. The opposite of the Plasma Rifle I suppose.
Bloody Mess is shit. Special animation is meant to be a reward for a good roll, not a default on each death.
 

Modron

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It's not about the animation per se it's about saving you the 40 seconds of watching someone slide across the map slowly everytime they die.
 

I ASK INANE QUESTIONS

ITZ NEVER STOPS COOOMING
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Steve gets a Kidney but I don't even get a tag.
2) The fact that OW team failed to do their references justice also tangentially reinforces my original argument that with Fallout they accidentally stumbled into a unified vision for the project because everyone already spoke the same language.
I will add that when they were doing Fallout they had fun with it.
Definitely. Small teams working on an unimportant project where they have complete creative control have the best working environments. Still pretty dysfunctional, but hey - it's the right kind of dysfunction.
The Outer Worlds is more like a job.
Yep. Not to mention that Tim didn't have the people that made Fallout anymore. Sure, couple of old faces here and there, but his boots on the ground were a fresh crop of Obsidian hires. Wrangling that crew is a job in itself.
 

PapaPetro

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It's not about the animation per se it's about saving you the 40 seconds of watching someone slide across the map slowly everytime they die.
Not to mention the tedious looting ritual of finding the correct pixel to click on of the now gibletized corpse.
 

Roguey

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Not to mention the tedious looting ritual of finding the correct pixel to click on of the now gibletized corpse.
You won't have to deal with this if you dial down the violence meter a notch so that everyone leaves a corpse. :M
 

PapaPetro

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Not to mention the tedious looting ritual of finding the correct pixel to click on of the now gibletized corpse.
You won't have to deal with this if you dial down the violence meter a notch so that everyone leaves a corpse. :M
WYUFG5t.gif

Frankly Roguey if there were a 12 I'd put the violence meter on 12.
 

Goral

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Tim Cain said:
I talk about why I left the development of WildStar at Carbine Studios in 2011. Along with Fallout 2, WildStar is the only other game I did not complete, but like Fallout 2, it did ship without me, getting released in 2014.

Edit:
Tim Cain was paid the best there but in the end he felt sick there and it broke him (he literally says it).
 
Last edited:

Moink

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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...

He directly talks about this in the video, interesting to see another point of view on the topic, thanks for the video Tim (since you clearly read this thread)!
 

Infinitron

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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...

He directly talks about this in the video, interesting to see another point of view on the topic, thanks for the video Tim (since you clearly read this thread)!
Timestamp?
 

pickmeister

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"I don't get angry, I start playing around. So I started pointing out - I have 27 years of design at this point, he had none.."
No, Tim, that's not playing around. That's you getting angry, being insecure, and in denial about it. You're certainly not deescalating the situation. That's an F for conflict resolution. Not saying the guy wasn't being a retard but at least be honest to yourself. Years of experience don't mean shit. Every industry is filled with idiots with XX years of experience and being awful at it the whole time.
Using amount of time spent in a field as an argument, even sarcastically, is moronic.
I understand what he's trying to say but he's certainly not helping his case with his "sassiness".

In any case, this sounds like a textbook case of lack of proper management. This art lead should've been kept in check by someone higher and that guy didn't give a shit. Many such cases.
 

Moink

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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...

He directly talks about this in the video, interesting to see another point of view on the topic, thanks for the video Tim (since you clearly read this thread)!
Timestamp?

It's around 11:26, what I posted was an excerpt from a longer comment about working under him and the art director who Tim mentions :

Ex Dev on wildstar here. Watched the video and although it was quiet informative, I just wanted to chime in on some of the key factors on why this game was a huge flop.
I worked on the game for 5+ years and let me tell you.. This games was destined to fail wayyy before there was any issues with servers or not enough updates.
Development on this project was a nightmare. The real Development time frame was closer to 10/11 years. Coming onto the project at the 5 year mark I soon realized that the leads and big boys had no fucking clue what a good game was and they could not commit to any idea. Too many cooks in the kitchen that can't cook anything other than Mayo and Beef Jerky sandwiches... Look for the double meaning in that. It's there.
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 leardership I would say was one of the reasons why the first 4-5 years of the game were almost completely thrown out. Literally...
Then you have an art director who couldn't keep his nose out of anything. His selfishness drove off many of the best artists in the company including cory loftis. Literally... Cory Loftis LEFT the game which is based off of his style almost entirely because of this guy. This same art director was also responsible for hijacking the story and overall vision of the game as well. Wondering why there wasn't more raids and dungeons? Because the ART DIRECTOR thought several ALREADY MADE LEVELS didn't fit the story anymore... So they threw them away... He also made calls on gameplay... Which... is a hole other nightmare.

The gameplay was once good... I would say around the 7 year mark. 1v1 combat was very fun at this point and each class felt very unique and fun. Unfortunately most of that was thrown away and replaced with alot of new stuff that was just NOT tested enough. I repeat... most of what launched in Wild star combat wise was BARELY tested. Stuff like Warplots was broken to shit from start to finish. The designers leading WarPlots were absolute lazy trash and would knowingly put in broken systems and call them done just to appease their bosses. The only reason that warplots was even REMOTELY playable on launch was because of some amazing talent on the 3D prop team. I am not joking.. Artists LEANRNED HOW TO SCRIPT TO FIX THIS CRAP.
Pvp in general was absolutely broken. I didn't even work on paper let alone work in a multi million dollar game. The idea of telegraphs is pretty straight forward and seems to just work for most cases in combat.... except in any fight larger that has more than two characters per team... Attack telegraphs drawing on the ground is very clear when you have a small amount of people fighting but in medium to large pvp fights ( pretty much every fight that matters) the entire ground becomes a multi colored disco dance floor. Casual to moderate gamers were like deer in headlights during the VERY FEW playtests that were had for larger pvp battles. SO MUCH FEEDBACK was given by the teams that participated in these tests and almost nothing was fixed about it.
The leadership was god awful. Proof of this was that most of the BEST things in the games that players loved the most such as Double Jump and Hoverboards were things that were never planned for or schedules by leads. Those were passion projects. Double Jump was made by an ARTIST. That artist got in trouble for making double jump and eventually fired for other reasons. Never got credit either. Hoverboards were snuck in by an animator... He got written up for secretly working on hoverboards in his freetime with other coworkers. The place was a prison of ideas and everyone was getting shanked for even THINKING that they WANTED to think of something to improve the game.

Oh did I mention mandatory Crunch? We would crunch for months at a time. Mandatory. I remember working from 10am to 3 am everynight 6 days a week for about 3 months straight. And I got a talking to once because I was 10 minutes late to work. ONCE. Because Jeremy Gafney saw me coming in late. Everyone working on this game was absolutely DONE with the BS and it shows. The love died way before this game launched. No one in the studio really wanted to play the game. And then we shifted to try to cater to the hardcore audience?! ( this was the version on launch. The hardcore not for pansies mmo) During a time where pretty much almost every successful game was being carried hard by more casual players.

I can go on but... I think you get the picture. These devs thought they were clever enough to ignore pretty much every other successful business model and all other mmorpgs to make this.. There you have it...
 

PapaPetro

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Tim Cain said:
I talk about why I left the development of WildStar at Carbine Studios in 2011. Along with Fallout 2, WildStar is the only other game I did not complete, but like Fallout 2, it did ship without me, getting released in 2014.

Edit:
Tim Cain was paid the best there but in the end he felt sick there and it broke him (he literally says it).




More game devs/designers should do more of these candid disclosures.
 

Russia is over. The end.

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Does anyone know if this is Black Hound or Black Isle's Torn?

d1b9b93c62c73fd43a7a01562e67fb98.jpg


While on the subject, Torn was supposed to be using SPECIAL, which is the first time I'm hearing about it.
Can anyone ask Tim to talk about it? He probably knows some stuff or trivia.
 

Infinitron

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He doesn't strike me as the type who'd gossip about a game he didn't work on.
 
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Does anyone know if this is Black Hound or Black Isle's Torn?

d1b9b93c62c73fd43a7a01562e67fb98.jpg


While on the subject, Torn was supposed to be using SPECIAL, which is the first time I'm hearing about it.
Can anyone ask Tim to talk about it? He probably knows some stuff or trivia.
I've always seen that image as a screenshot from an early build of Black Hound. They had UI icons for it too. I guess it reached a similar state of development than the original Fallout 3.
 

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I've always seen that image as a screenshot from an early build of Black Hound.
It may be Black Hound, because an icon says Project Jefferson, which was Black Hound.
I also found an article claim it's from Torn.
Or it could be just some art someone put together and used as wallpaper.
 

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