PapaPetro
Guest
He said it in the vid, the Marketing Department designs the game these days, not him or any of the devs like in the 90s.
It's "Product" now.
It's "Product" now.
Interplay's marketing department had quite a bit of say in the 90s, especially after Fallout turned out to be a proven success.He said it in the vid, the Marketing Department designs the game these days, not him or any of the devs like in the 90s.
It's "Product" now.
Yeah, he telegraphs it pretty hard that it has been the lifelong archnemesis of his career (it especially irked him when they would take undeserved credit for his game).Interplay's marketing department had quite a bit of say in the 90s, especially after Fallout turned out to be a proven success.He said it in the vid, the Marketing Department designs the game these days, not him or any of the devs like in the 90s.
It's "Product" now.
He seems smart/wise enough to avoid obvious hackery like that.Wants to try something new.
Comes up with literally Fallout except in space and everybody is a communist.
This is cope. Tim's a light-hearted guy who wanted to make a game with a Futurama/Rick and Morty vibe. Apparently those aren't tiresome tropes to him. ¯\_(ツ)_/¯He seems smart/wise enough to avoid obvious hackery like that.
I'd like to ask him what his & Leonard's initial vision was before concessions were made.
I'd still like to know.This is cope. Tim's a silly guy who wanted to make a game with a Futurama/Rick & Morty vibe in space.
I talk about how some game bugs become game features, and give examples of this from several of my own games.
It felt like this was a rushed byproduct of party inventory managment.1) In Fallout, the ability to place items in any NPC's inventory when stealing was unplanned
Yeah, this is crap. Didn't Oblivion address this 17 years ago?3) In The Outer Worlds going through a loading screen clears the hostility from any creatures that had seen you on that map. In one map you had to make it to a computer that can only be interacted with outside of combat, so some people would rush through it, step into the new area nearby, and then step back so they could interact with it in peace. The balance-fixated would dislike this and a number of simulationists would also dislike it for being incredibly gamey.
Tim said they left it this way on purpose because it was fun and mentioned that Arcanum did not do this, monsters would remain where they were and aggressive for a whileYeah, this is crap. Didn't Oblivion address this 17 years ago?
(Oblivion came out 17 years ago. JFC.)
I talk about how to give good feedback on game design, specifically how to keep the feedback relevant and actionable.
All this seems to be advice for other developers while in they're in the process of making it, not fans criticizing a released title.Relevant to Codexers?
Those dishonorable employee stories are great.