Spukrian
Savant
StrongBelwas
You're doing good, very good. Please keep up the good work.But also, please use more paragraphs.
XP from killing shit and also from completing quests and succesfully using your skills.I like XP from kills for two reasons:
- I like to explore the world (often ignoring the main quest and sometimes looking for side stuff) and in RPGs this also implies that there will be battles. I want to get XP from those battles otherwise they're just a waste of time with the game telling me to stop exploring and get back on the quest rails.
- A game could give something else for the combat, but at the end of the day the resource that matters most in RPGs tends to be XP (or whatever equivalent there is for character progression). And while it could, in theory, give some other resource for combat that is also used independently for character progression (e.g. quest completion gives points -XP or whatever- to be used to improve stats, combat gives points to be used for getting perks or improving skills), IMO in practice this all boils down to the same thing and the separation is artificial complexity.
- I want to be able to create supermen characters if i put the effort (see above about exploring the world). I don't want a character that killed 1000000 NPCs to have the same power as a character that killed 100 NPCs. Raising a character or party from hobos to demigods by murdering everything that breaths is immensely satisfying.
- BTW, this is not the same as "unlocking every skill, perk, etc" which i do not like as it hampers replayability.
Feargus was the guy who kept demanding that a character design needed to be sexier until they delivered this expecting him to say to tone it down (he did not):
IMO this Feargus guy should start demanding stuff again :-P
I talk about my thoughts on companions and how they should be designed in computer RPGs.
p.s. in addition to the dog snoring under the desk and a garbage truck going by outside, you can also hear a windows pop-up at four minutes into the video. I was going to edit it out, but I left it in.
Baldur's Gate games once again demonstrating poor design principles. Either the "main character" should be the only one you control, or the story should account for you potentially losing your Bhaal essence.Throwing some light shade on Avowed eh.
In party-based games with resurrection/raise dead spells I find it very exasperating when the game immediately ends when the main character dies in combat, but I suppose that could lead to problems if any given player doesn't have any immediate means to resurrect. At least the Baldur's Gate games provided a narrative excuse for it (you don't get your Bhaal essence back on resurrection and your keeping it is important to the plot).
Any given director can just trust their art director to do a good job.One thing that gets me thinking that games like Fallout and such are just flukes was a thing Tim mentioned in an earlier video. I think he said he wasn't involved in the looks of the game at all, and that is very baffling to me - being the brain behind the setting. Because he was the brain right? I just have a hard time understanding not having any input on how it will look if it's your brainchild. But maybe that's just me. This makes me think that the creation of Fallout was even more scatter-esque than I initially thought. Luck was cranked out to 10, so to speak.
Sure, but that seems to be part of bigger modern AAA development, not this tight unit of devs making something they wanted to make.Any given director can just trust their art director to do a good job.One thing that gets me thinking that games like Fallout and such are just flukes was a thing Tim mentioned in an earlier video. I think he said he wasn't involved in the looks of the game at all, and that is very baffling to me - being the brain behind the setting. Because he was the brain right? I just have a hard time understanding not having any input on how it will look if it's your brainchild. But maybe that's just me. This makes me think that the creation of Fallout was even more scatter-esque than I initially thought. Luck was cranked out to 10, so to speak.
Doesn't matter what the size of the team is. When Ken Levine was making Bioshock Infinite he was a wasteful perfectionist when it came to art because he cares a lot about it. Someone who admits they're not an art expert and has no strong feelings about it will delegate that responsibility to a person more qualified.Sure, but that seems to be part of bigger modern AAA development, not this tight unit of devs making something they wanted to make.
Sure, but that seems to be part of bigger modern AAA development, not this tight unit of devs making something they wanted to make.Any given director can just trust their art director to do a good job.
I understand that, but it comes off as Tim had no vision at all. I find this particular thing an oddity when you are creating a setting.Doesn't matter what the size of the team is. When Ken Levine was making Bioshock Infinite he was a wasteful perfectionist when it came to art because he cares a lot about it. Someone who admits they're not an art expert and has no strong feelings about it will delegate that responsibility to a person more qualified.Sure, but that seems to be part of bigger modern AAA development, not this tight unit of devs making something they wanted to make.
A vision doesn't have to include every aspect of it. He wanted a post-apocalyptic setting and wasn't all that concerned about what it would look like.I understand that, but it comes off as Tim had no vision at all. I find this particular thing an oddity when you are creating a setting.
You are told to kill a guy, yeah you can just walk in and kill him, but what if you snuck into his house while he was out and poisoned all the food? You just walk out of town and sometime later get a message saying he is dead. He's done stuff sort of like this, but it was always expected ahead of time and used scripting, this would just emerge from the mechanics of NPCs eating in their house and the player being able to poison.
When Ken Levine was making Bioshock Infinite he was a wasteful perfectionist when it came to art because he cares a lot about it.
I guess. Maybe Boyarsky should start a Youtube channel tooA vision doesn't have to include every aspect of it. He wanted a post-apocalyptic setting and wasn't all that concerned about what it would look like.I understand that, but it comes off as Tim had no vision at all. I find this particular thing an oddity when you are creating a setting.
I talk about morality systems in RPGs, often called alignment or karma meters. I talk about how I used to do them, and what my thoughts are now about how they should be implemented.