Jedi Master Radek
Arcane
- Joined
- Dec 12, 2013
- Messages
- 4,334
Tim got a new equipment, but he can't use it properly so video quality decreased
"Player engagement" seems like a broader concept than "fun". You might keep playing a game because it's fun, but you can also keep playing for other, less wholesome reasons - FOMO, habit, social interaction, etc.
Isn't color theory the reason why so many movie posters have the same yellow blue color scheme?
Tim got a new equipment, but he can't use it properly so video quality decreased
I talk about my thoughts on player level progression, including how experience points are earned, what is awarded to players when their levels advance, and how players spend those awards.
p.s. I think I fixed my camera settings right after I filmed this video. We will see tomorrow!
But think of the clutter!
Create new posts
I talk about my thoughts on player level progression, including how experience points are earned, what is awarded to players when their levels advance, and how players spend those awards.
Tim said:I think points whether they're in perks or skills should be spendable at any point. I don't mind if you're in the middle of combat.
Tim's a game designer who wants to make everyone happy, he sees how people complain about how they hate missing and failing skill checks and wonders "how can I make this fun"Isn't this how it already works in reality except for the rewards? Like in Bloodlines, only when you fail lockpicking or hacking you get told the difficulty level and then you spend the necessary XP to succeed on your next attempt ! A reward would be a little bit much for a probably very common way people that play...
While it may look reasonable on paper, it is kinda like communism of roleplaying. If you reward fighter for victory over powerful monster, or rogue for going through corridor full of traps, or ranger for taming dangerous beast, or wizard for learning spell from disenchanting big undead skeleton armor, you reward their play in character directly. If you just reward for objective, it's just a bland and arbitrary same "quest reward" which everyone in party gets.Tim also admits that he was one of the ones pushing for quest xp-only in Pillars of Eternity and also wanted it in The Outer Worlds but apparently got voted down? Betrayed by boyarski
Design was created to cheat time.As an example color theory is a relatively (in the context of human history) modern concept that helps artists to understand better how humans perceive color combinations, but that doesn't mean no artists had some understanding of the ideas behind it, it only meant that each one had their own understanding - often out of intuitition and trial and error that everyone had to repeat or somehow find another to learn - and was harder for them to exchange that knowledge.
Isn't color theory the reason why so many movie posters have the same yellow blue color scheme?
Exploration rewards > Action rewards.If you reward fighter for victory over powerful monster, or rogue for going through corridor full of traps, or ranger for taming dangerous beast, or wizard for learning spell from disenchanting big undead skeleton armor, you reward their play in character directly.
Since he also will never again work on a game big enough for most people to care it even outsTim says he will never go back to randomized skill checks. Save scummers ruined it for everyone.
I'm not sure how it could be adapted for other cRPGs, but I do think some sort of a hybrid system with XP awards coming from Quests and certain items found through exploration, along with small XP rewards from doing hyper specific tasks as mentioned above.
What did Bloodlines do?I'm not sure how it could be adapted for other cRPGs, but I do think some sort of a hybrid system with XP awards coming from Quests and certain items found through exploration, along with small XP rewards from doing hyper specific tasks as mentioned above.
Bloodlines kinda did it.
What did Bloodlines do?I'm not sure how it could be adapted for other cRPGs, but I do think some sort of a hybrid system with XP awards coming from Quests and certain items found through exploration, along with small XP rewards from doing hyper specific tasks as mentioned above.
Bloodlines kinda did it.
Someone made a breakdown of all the XP you can get in the game.What did Bloodlines do?I'm not sure how it could be adapted for other cRPGs, but I do think some sort of a hybrid system with XP awards coming from Quests and certain items found through exploration, along with small XP rewards from doing hyper specific tasks as mentioned above.
Bloodlines kinda did it.
XP awards from quests and exploration, you can level up easly without killing anyone.
He may not be a full-timer anymore but he's working on The Outer Worlds 2 which will be a big game that Microsoft will market heavily, and a Mystery Game that will likely be something of interest.Since he also will never again work on a game big enough for most people to care it even outsTim says he will never go back to randomized skill checks. Save scummers ruined it for everyone.
I mean if you read between the lines, he's kinda fishing for a whale.One of the issues of Bloodlines is that some quests try to bribe you into solving quests nonviolently by giving you more xp for doing so. People who engage with that lousy combat system get doubly punished (lousy gameplay and no extra reward for it).
He may not be a full-timer anymore but he's working on The Outer Worlds 2 which will be a big game that Microsoft will market heavily, and a Mystery Game that will likely be something of interest.Since he also will never again work on a game big enough for most people to care it even outsTim says he will never go back to randomized skill checks. Save scummers ruined it for everyone.
I talk about my thoughts on speedrunning in video games.
p.s. I think I found the right camera settings, especially for you "color seeing" people.
p.p.s. Once again, despite being almost 10 minutes long, this video has a pre-roll ad added by YouTube that I cannot remove.