Fallout and Arcanum.Quest-critical NPCs have a far better solution than either invulnerability or Tim's cop out of preventing direct access to them (which you can't use all the time without it feeling artificial):
Player agency doesn't mean that your choices can't result in a game over. Of course ideally the game adapts and still lets you go forward if at all possible.
What Morrowind did right is that you can actually finish the game in spite of getting the message.Morrowind has the issue of not allowing different quest progression if you do indeed kill quest critical NPCs. Instead, you are hit with the "With this character's death, the thread of prophecy is severed" message, which has been rightfully turned into a rather hilarious meme.
The Overseer is immortal because he has to be there for the ending where you do kill him if you have negative karma or bloody mess.You can kill Main Quest critical NPCs and still progress through the game, though Fallout 2 springs to mind in that you can't kill your fellow tribe members. But why would you do that in the first place? It's monstrous!
I talk about the balance between story and game design...and what that even means.
Did they ever create death animations for him at that stage?The Overseer is immortal because he has to be there for the ending where you do kill him if you have negative karma or bloody mess.You can kill Main Quest critical NPCs and still progress through the game, though Fallout 2 springs to mind in that you can't kill your fellow tribe members. But why would you do that in the first place? It's monstrous!
He'll survive.Tim sounds like he has the 'vid, hope it doesn't get worse.
I talk about the continuum of player agency in games, including what I like to include in my own.
He is definitely running out of subjects to talk about, I think.I sometimes enjoy his videos, he's obviously smart and has a lot of experience. But it's sometimes difficult to take him seriously given how fucking crap TOW is.
Ol' Tim will carve out exceptions when it suits him. People typically aren't 100% consistent in their beliefs or stated preferences.Apparently this^ is what Tim hates the most.
I talk about the differences between games made by committee and games made by collaboration.
You may end up with you know the person who made crafting loved crafting so much that all the best items come from
crafting and so now there's really no reason to ever use a dropped weapon or a quest reward weapon because the best weapons all are made with crafting.
I've seen someone suggest a feature that was bad and when it got shot down he said "You guys never let me put in any of my ideas, I haven't had an idea put in this game for months," and then out of this misguided sense of fairness this bad feature is put in because you feel bad for the person and you want to be fair. I've done this, I've actually let features go into my games that I didn't really like but I realized that the person who was suggesting it hadn't had an idea going in the game at all.
In committee-made games I often see the vision as this generic "well it's kind of a fantasy game and we go around and do
fantasy quests and get money and treasure and we go up and we get new abilities and then we beat up more fantasy monsters." Okay, I've seen those games in development. Yikes. There's really just no strong vision there because it's being made by a whole bunch of people.
Just make the reward either be a weapon or some item for the crafting of a superior weapon. So either the player already get something to use or a part of something that he will build later on. There is no "farming for that part" as you can only get it from that quest and after you made your choice, that is it.I don't get it. If your crafting system allows you to make weapons, shouldn't it result in being able to make the best weapons? Otherwise, what's the point in being allowed to make weapons with that skill?
Why, yes, I enjoy crafting and using the Pyrotechnic Axe in Arcanum, how can you tell?I don't get it. If your crafting system allows you to make weapons, shouldn't it result in being able to make the best weapons? Otherwise, what's the point in being allowed to make weapons with that skill?
I don't get it. If your crafting system allows you to make weapons, shouldn't it result in being able to make the best weapons? Otherwise, what's the point in being allowed to make weapons with that skill?
As Viata noted, one solution is to put the ultimate weapons in the game itself, but you can improve them even further (but not by too much, no turbo plasma rifle) with crafting.That is why crafting is a mistake and should not exist in CRPGs. The fundamental problem is that there are people who love the idea that all their best equipment are stuff they craft themselves, then there are those who hate the idea that the sword they get for killing a dragon is trash compared to what they can craft themselves. It is impossible to make both group of people happy. If you hide the best crafting items behind dragons then people will start to get angry that their rewards are hidden behind a crafting mechanic they don't want to engage in.
Depends on how you define "best"... crafting could introduce not maybe BETTER but alternative cool ways a weapon handles or alternative fires and shit. People not wanting to invest skillpoints into crafting will want some cool good gear anyway, so how do you satisfy both parties? Theres several ways to do thatTim says videos about coding are both the most requested and least watched of his videos (unsurprising)
You may end up with you know the person who made crafting loved crafting so much that all the best items come from
crafting and so now there's really no reason to ever use a dropped weapon or a quest reward weapon because the best weapons all are made with crafting.
I don't get it. If your crafting system allows you to make weapons, shouldn't it result in being able to make the best weapons? Otherwise, what's the point in being allowed to make weapons with that skill?
I'm also somewhat confident that in Arcanum the best tech weapons were things you had to craft yourself, which made sense.
I've seen someone suggest a feature that was bad and when it got shot down he said "You guys never let me put in any of my ideas, I haven't had an idea put in this game for months," and then out of this misguided sense of fairness this bad feature is put in because you feel bad for the person and you want to be fair. I've done this, I've actually let features go into my games that I didn't really like but I realized that the person who was suggesting it hadn't had an idea going in the game at all.
Sounds very Arcanum. "You have your qualities, but providing ideas for this particular game isn't one of them" seems the thing to say.
In committee-made games I often see the vision as this generic "well it's kind of a fantasy game and we go around and do
fantasy quests and get money and treasure and we go up and we get new abilities and then we beat up more fantasy monsters." Okay, I've seen those games in development. Yikes. There's really just no strong vision there because it's being made by a whole bunch of people.
Cain throwing some subtle shade at Pillars of Eternity which was absolutely designed by committee (even stapling three different pitches together for its story).
I don't get it. If your crafting system allows you to make weapons, shouldn't it result in being able to make the best weapons? Otherwise, what's the point in being allowed to make weapons with that skill?
That is why crafting is a mistake and should not exist in CRPGs. The fundamental problem is that there are people who love the idea that all their best equipment are stuff they craft themselves, then there are those who hate the idea that the sword they get for killing a dragon is trash compared to what they can craft themselves. It is impossible to make both group of people happy. If you hide the best crafting items behind dragons then people will start to get angry that their rewards are hidden behind a crafting mechanic they don't want to engage in.