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- Jan 28, 2011
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I talk about game conferences, how I eventually started going to them more often, and how that led to this channel.
I talk about game conferences, how I eventually started going to them more often, and how that led to this channel.
I talk about game design pillars, specifically what they are, how you write them, and how they are used. I give examples of these pillars from Fallout, Arcanum, and The Outer Worlds.
NEO Scavenger is simple but deep."Simple but deep" is probably the hardest thing to do in game design. It's usually limited to puzzle games and a few strategy games like chess. I struggle to think of a single RPG that does it successfully.
I'm curious, what do you think a third option could look like?At the end Tim realized that it's possible for him to go back to the old system where you had to spend more points in the later ranks. If he gets around to that, ideally he'll find that it's comparatively bad, and he should have figured out a third option.
From what I've seen, Otter Worlds only manages the simple part.
Getting rid of "xp per hit" would help solve the "leveling too fast" problem. I think the entire thing could use an overhaul.I'm curious, what do you think a third option could look like?
Getting rid of "xp per hit" would help solve the "leveling too fast" problem. I think the entire thing could use an overhaul.I'm curious, what do you think a third option could look like?
Sawyer-haters seething that he ultimately agrees with him regarding collapsing skills and adding weak early-game energy weapons.Pretty reasonable takes.
I guess I wasn't paying attention during that part. Fuck this decline enabler.Sawyer-haters seething that he ultimately agrees with him regarding collapsing skills and adding weak early-game energy weapons.
And here I was, thinking that Fallout's traits were great example how to make impactful changes to a character... I guess it was a fluke.He had to pull himself back from saying the traits should have been balanced and not fun. Like he remembered at the last moment that it was a single player game.
It works fine in the first game because it's balanced by time. With Fallout 2, it doesn't make sense for them to be separate skills. Of course Tim is also against the time limit.I like that doctor is separate to first aid, even though it's annoying. Healing yourself (and your party) like that should be a significant investment. But I definitely wish he'd implemented the FO2 changes to companion control earlier.
IIRC it was Fargo who suggested mid-development that traits and perks be about advantage/disadvantage rather than just incremental stat increases.And here I was, thinking that Fallout's traits were great example how to make impactful changes to a character... I guess it was a fluke.
Balanced doesn't have to mean low-impact. If you gave Gifted more of a drawback to offset how powerful it is, it wouldn't be lower impact as a consequence.And here I was, thinking that Fallout's traits were great example how to make impactful changes to a character... I guess it was a fluke.He had to pull himself back from saying the traits should have been balanced and not fun. Like he remembered at the last moment that it was a single player game.
traits should have been balanced
I will add that when they were doing Fallout they had fun with it. The Outer Worlds is more like a job.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.
Tim Cain said:I talk about fun memories of Troika, so that viewers don't get the impression from my other Troika videos that we were constantly stressed there.
Tim Cain said:The office had a men's restroom, a women's restroom, a private single restroom, and a private single restroom with a shower. The two private restrooms were lockable.For people who biked to work or who wanted to go out in the evening straight from the office or who had worked over night, that shower was awesome.