I talk about ambient music and how I have listened to it since college and how it affected my work.
Aracanum's scripting
Fallout's scripting system came from Starfleet Academy, Tim seems pretty dismissive of it and quite proud of his own achievement.
It would be more reasonable to test for things like "actual gameplay has been stuck for X frames now" to decide whether you're dealing with an infinite loop or not,
rather than fucking with the guy trying to initialize some data in a loop.
I talk about the rise of new artificial intelligence tools and what it might mean for the game industry.
I talk about the similarities of Elden Ring and EverQuest, which led me to liking both of those games.
I talk about whether I am an extrovert or an introvert, and how that impacted my work in game development.
I could tell from the fact that he has an account on RPG Codex (also from the fact that he has done anything worthwhile in life)I could tell from his anecdotes about dealing with Fargo and other managers that's he's an introvert
Dont know about the later ones, but Dark Souls dont really have a linear structure. It is less linear than most action RPG.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
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.Dont know about the later ones, but Dark Souls dont really have a linear structure. It is less linear than most action RPG.
I bet he got stuck on Phalanx in 2009, gave up, and as a coping mechanism he convinced himself the game was too linearYeah, 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.Dont know about the later ones, but Dark Souls dont really have a linear structure. It is less linear than most action RPG.
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.
I summarize my career, starting on my 16th birthday in August 1981 until today in September 2023.