__scribbles__
Educated
I talk about the kind of quest markers I prefer to use in my games, something that has changed over the years.
I talk about the kind of quest markers I prefer to use in my games, something that has changed over the years.
As Tim says, loads of people get really mad when the game doesn't show them where they need to go. It's been an expected feature since Oblivion from 2006.there is no need for quest markers, just use your journal for directions.
Moral of the story is you don't have to pander to casuals. If it's a good game, they'll still buy it and your review scores won't suffer. Casuals will always look up guides and hints, because they want to consume the game and move on, not get stuck on something mildly challenging or potentially miss a secret.As Tim says, loads of people get really mad when the game doesn't show them where they need to go. It's been an expected feature since Oblivion from 2006.there is no need for quest markers, just use your journal for directions.
Of course that didn't stop Elden Ring from saying "fuck you, no quest markers, just a regular compass" and still selling millions, but Tim also asserts that everyone annoyed by this just looks at a map online when this happens.
Yeah just look at all the codexers who cried about no map in Underrail until Styg finally gave into their demands.As Tim says, loads of people get really mad when the game doesn't show them where they need to go. It's been an expected feature since Oblivion from 2006.
I think From gets a pass from critics because of the bottom-up wave of acclaim creating Fear of Missing Out. There are certainly a loud number of them who are constantly complaining about how their games need an easy difficulty so their jobs can be easier. And then there are the envious western devs:Moral of the story is you don't have to pander to casuals. If it's a good game, they'll still buy it and your review scores won't suffer. Casuals will always look up guides and hints, because they want to consume the game and move on, not get stuck on something mildly challenging or potentially miss a secret.
I meant user review scores. Critic review scores are of course completely worthless. On the off chance that they aren't being paid to give a 9.5/10, the average critic's scoring system seems to be a byzantine combination of:I think From gets a pass from critics because of the bottom-up wave of acclaim creating Fear of Missing Out. There are certainly a loud number of them who are constantly complaining about how their games need an easy difficulty so their jobs can be easier. And then there are the envious western devs:Moral of the story is you don't have to pander to casuals. If it's a good game, they'll still buy it and your review scores won't suffer. Casuals will always look up guides and hints, because they want to consume the game and move on, not get stuck on something mildly challenging or potentially miss a secret.
From has legions of faithful players and fans.I meant user review scores. Critic review scores are of course completely worthless. On the off chance that they aren't being paid to give a 9.5/10, the average critic's scoring system seems to be a byzantine combination of:I think From gets a pass from critics because of the bottom-up wave of acclaim creating Fear of Missing Out. There are certainly a loud number of them who are constantly complaining about how their games need an easy difficulty so their jobs can be easier. And then there are the envious western devs:Moral of the story is you don't have to pander to casuals. If it's a good game, they'll still buy it and your review scores won't suffer. Casuals will always look up guides and hints, because they want to consume the game and move on, not get stuck on something mildly challenging or potentially miss a secret.
1. Does this game feature "accessibility options"? (in other words, is it braindead easy?)
2. Does this game feature lots of gay people and black people?
3. Does this game have good graphics and lots of cinematics?
4. Is the game relatively stable/bug-free?
So yeah, by this metric From games shouldn't be getting 97s. It's likely that fear of the unwashed masses drives a lot of the critical praise.
I talk about the design and development process that goes into a feature as seemingly straightforward as damage numbers in combat.
That's an ego hit. It might not do damage to the flesh, but it hits deep emotionally."You were critically hit for no damage."
I talk about making good factions for RPGs, using examples from Fallout. I specifically talk about DESIGNING good factions, not WRITING them, since I am not qualified to talk about the latter.
I like how the Brotherhood just didn't give a shit about what the Vault Dweller did, despite you being an Initiate. One would expect them to train you and have you perform duties for them, but the Wasteland is the best teacher, right?Using Fallout as an example because it's his oldest game and there shouldn't be any spoilers (Was surprised that china nuking America was considered a spoiler.)
Factions shouldn't be monolithic entities where everyone in them feels and thinks the same things. The super mutants and the brotherhood of steel both had characters that were pretty distinct from the standard grunts.
Cain is sick of narrative designers that think that sarcasm is the first and best way to make a character, if Cain played a game that didn't have any sarcastic characters he'd be happy. It's too easy, if you're thinking of a character and they're main trait is sarcasm, think again. Cain has rejected several characters on games he has worked on because they already had too many sarcastic characters. Plenty of alternatives, you could have smart characters, you could have (very) dumb characters, you could have very violent characters or passive characters. Gives fun opportunities for dialogue skill based player characters. A good faction has room for all kind of characters. They should also have realistic goals the player can understand, such as the mutants appearing to just random attacks but the player learns the raids are trying to find prime humans that didn't receive a lot of radiation. This also explains the difference between the dumber mutants and the Lieutenant. Likewise, the Brotherhood of Steel is trying to preserve technology, and their attacks are explained by trying to keep technology out of the wrong hands (Anyone but theirs.)
Why do you need to make the factions like this? It's realistic, if you care about that (Cain doesn't, but he put it in the list because some people care.) Cain cares about the factions are able to be used to support the story, if they have characters with lots of goals, you have reasons for the player to get involved with the story. It also means that if factions have different characters, different player builds can be supported. If the faction has tough character, combat characters get an interesting fight (Super Mutants and Brotherhood are both very tough to fight.) Speech characters also get interesting options, such as with the smart mutants, or the Cathedral. And for sneak characters, both of those factions are rich and have large maps to sneak and steal through.
Also supports players. Some players want sarcastic NPCs (That's fine, just not too many), some players want mean NPCs.
Big factions with varied characters should also mean no matter what kind of character the player makes it shouldn't be too obvious which faction they should support.
One of Cain's favorite things about New Vegas is that he couldn't out figure out which faction to support, so he made a save and played through it with every faction. Blew up the brotherhood of steel outpost once, felt bad about it but wanted to see what would happen.
TL;DR Make as many different factions as you can with very different faction members.
I think From gets a pass from critics because of the bottom-up wave of acclaim creating Fear of Missing Out. There are certainly a loud number of them who are constantly complaining about how their games need an easy difficulty so their jobs can be easier. And then there are the envious western devs:Moral of the story is you don't have to pander to casuals. If it's a good game, they'll still buy it and your review scores won't suffer. Casuals will always look up guides and hints, because they want to consume the game and move on, not get stuck on something mildly challenging or potentially miss a secret.
Marvel writing.I think the sarcasm thing is less an "easy to write" problem and more a problem with people not being sincere when it comes to writing things nowadays, everything has to be tinged with irony.