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Cain on Games - Tim Cain's new YouTube channel

Infinitron

I post news
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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Hmmm:



I talk about whether I am an extrovert or an introvert, and how that impacted my work in game development.
 

Roguey

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I could tell from his anecdotes about dealing with Fargo and other managers that's he's an introvert (but not a socially anxious one). Yeah, he can socialize with people for a time, but he's drained by it and needs alone-time to recharge. Guys like Fargo are energized by their interactions with others.
 

skaraher

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Tim thought the Souls games were too linear and the combat too choreographed.

He likes high level creatures in low level zones.

He likes multiplayer games that can be solo'd and become easier with multiplayer.

He likes not being gated from high-level areas.

Also ways Morrowind is like Elden Rang: Big open world, no quest markers, no indication of how your decisions will affect you in the future, and big annoying birds always attacking you
Dont know about the later ones, but Dark Souls dont really have a linear structure. It is less linear than most action RPG.
 

Roguey

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Dont know about the later ones, but Dark Souls dont really have a linear structure. It is less linear than most action RPG.
Yeah, I only played the first for a few hours but it certainly had "not being gated from high level areas" as a feature. Maybe he didn't like the corridor-like nature of the level design or got filtered since you really ought to stick to the intended path.
 

Old Hans

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Dont know about the later ones, but Dark Souls dont really have a linear structure. It is less linear than most action RPG.
Yeah, I only played the first for a few hours but it certainly had "not being gated from high level areas" as a feature. Maybe he didn't like the corridor-like nature of the level design or got filtered since you really ought to stick to the intended path.
I bet he got stuck on Phalanx in 2009, gave up, and as a coping mechanism he convinced himself the game was too linear
 

Roguey

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How Arcanum's tech skills and shematics changed



Didn't really care for these, but it's funny how it started off worse than it was.
 

Roguey

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Re-affirming what we knew from those old NPD numbers:
Bloodlines: didn't sell well
ToEE: didn't review well but sold better than Bloodlines
Arcanum: Most successful on both counts

Interesting downward trajectory. :lol:

"I did do some design stuff, all of it went through Josh Sawyer, who - [is a] really good designer."

"The stronghold design, although that got a lot of modifications from Josh." Passing the blame? :P

"Tyranny was a super fun game."

Tim had a lot of fun with Tyranny because he was just left alone to code (in contrast to some of the narrative designers who seethed over how much reactivity they had to do according to Avellone).

Tim worked more on Murder on Eridanos than Peril on Gorgon and liked its humor. Makes sense that he would want to stick with his hag from Carbine (also he mentioned in a previous video that he disagrees with Patel's thoughts on game management). :M

He wanted to stay as an Obsidian employee when he moved to Seattle but they're not set up for that, so he switched to being a contractor. The contract didn't say he couldn't work for other studios, so he spread his wings a bit (still can't say what the project is).
 

Harthwain

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Tim had a lot of fun with Tyranny because he was just left alone to code (in contrast to some of the narrative designers who seethed over how much reactivity they had to do according to Avellone).
That's funny, because reactivity was one of the better parts of Tyranny.
 

Roguey

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Tim had ideas for Pillars that didn't get in because Josh rejected them. :M

As far as I'm concerned, the fewer Bethesda Fallouts there are the better. In fact, they should just stop making Fallout games altogether.
 

caffeine

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As far as I'm concerned, the fewer Bethesda Fallouts there are the better. In fact, they should just stop making Fallout games altogether.
A very real possibility after Fallout 76. And anyway, after the lukewarm reception of Starfield, if TES VI flops it might spell the end of Bethesda. Microsoft's special touch of death is universal and no internal studio escapes it.
 

Delterius

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Tyranny is the best original Obsidian game and I hate that it's never going to get a sequel
i am in charge of a kickstarter fund to sacrifice 6,666 greeks at a temple to athena in order to summon the harpies and make them enact revenge against feargus urukhart's underfunding of tyranny

i also named one of my deadfire ships 'feargus' folly' for a real feeling of gotem
 

Roguey

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You think Starfield will take over the NuFallout demographic ?
Sure why not? Given Fallout 4's synth plot, Bethesda isn't even interested in telling post-apocalyptic stories anymore.
 

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