Wtf @ the characters and groups.
While Swen's frank feedback is appreciated, he often simply states, "This isn't good enough." and other none helpful tips. When asked for suggestions on improvement, he expresses frustration, tells you it is "Unacceptable!" and tells you to figure it out on your own.
Early on for like South Park and Pillars and Tyranny I thought it went pretty good with the brainstorming but later when I was game director it was hard to get people to brainstorm. I literally had one person who I'd worked with closely on those other games say "Yeah, I just can't do it. I mean you're game director now, I can't do it. I can't argue one of your ideas. If just you say it, I just want to implement it."
Ferg occasionally would but then he had the habit, and he did this way back at Interplay, where if he lost one of those, if he lost (and I don't consider it a competition), but if there was a brainstorming session and his idea didn't come out on top, he sometimes just said "put it in anyway." That was the turbo plasma rifle in Fallout. He did it in Outer Worlds with a few things, a few of which broke the game build the next day.
Also dishing out the dirt on Fearg's meddling in The Outer Worlds:
Ferg occasionally would but then he had the habit, and he did this way back at Interplay, where if he lost one of those, if he lost (and I don't consider it a competition), but if there was a brainstorming session and his idea didn't come out on top, he sometimes just said "put it in anyway." That was the turbo plasma rifle in Fallout. He did it in Outer Worlds with a few things, a few of which broke the game build the next day.
I talk a little more about Carbine, since several issues came up in the comments, and there were comments from other ex-Carbine employees as well.
p.s. and again, despite this video being over 9 minutes long, YouTube is not letting me remove pre-roll ads (which the rules say I can do on any video over 8 minutes long). Sorry.
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).
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).
"I ended up with a big crack in me that eventually got filled in with something. And I could lead again"
I talk about Fallout random encounters, both how they work and what our intention was for using them in the game.
p.s. I'm sorry if there are pre-roll ads. This video is longer than 8 minutes but again, I was given no control by YouTube over the ad placement in it.
I talk about non-linear game design and how to support it, both with system mechanics and in the game's storyline.
Cain finally talks about good design but it's too bad Arcanum and Bloodlines really didn't respect those pillars. Haven't played Outer Worlds yet so I can't comment on how well it does it.
Also Tim says he'd rather watch a movie than play Planescape Torment (or Witcher or Gothic or Disco Elysium and so on).
Gothic too though? Doesnt that have some (more) player agency?
I really don't like RPGs that force you to play a particular character. My attitude is "you make the story, I make the character." If you're gonna make both then maybe I'll just go watch a movie.
I talk about the Void in Arcanum. I answer how we came up with the idea, how we planned to use it, and whether it would appear in sequels.
Note: this video contains spoilers...as if I need to say that for a 20+ year old game.
I talk about several ideas I have had for different settings, including turning toy games into bigger ones, different ideas for turn-based combat, and a rundown of all the ways a world can become post-apocalyptic.