"You are doing just way too many drugs. I'm outta here."It was posted in page 94 already, but "repetition is the mother of learning" or how did the saying go.
I have to laugh every time I read your nickname.He said he refuses to play on the easiest setting in any game because it would make him feel like a wimp.
Which he certainly is not.
His character in the video game might have died to the wolves, but in real life he could have taken them.
Can you elaborate? I haven't played any of his games.Before you get excited about MCA, there is also one Alexis Kennedy involved. So it cancels out. Prepare yourself for heavily sanitized versions of war, and forbidden love blossoming on the battlefield.
A hip and trendy nuBioware Dragon Age writer known for bloated, purple prose and worldbuilding of the kitchen sink school.
Because, newsflash, most people who don't spend their entire days on the Codex views it as being largely whiny and insufferable and not tough and critical.
Virgil was like having @RPGCodex as a companion
Didn't Avellone used to have a Codex account? I seem to remember he posted here around the time he left Obsidian.
But it looks like he deleted his account, or all his posts, or something. Did it turn out that the Codex is too edgy for a freelancer?
Did it turn out that the Codex is too edgy for a freelancer?
There's one non-revealed companion that's interesting because of his outlook (he doesn't fit into a comfortable archetype, which is why I like him), and Nok-Nok is just a plain fun character (the goblins in Pathfinder are a crazy lot). The companion assignments haven't been broken down and assigned yet to my knowledge, so I don't know who's going to be writing who at this time. Still, I have my faves.
That is correct (and you can have romance outside of companions as well, not sure if we confirmed that in the last AMA). We also try and include other relationship arcs as well, not just romance.
There are multiple endings to the game, and even aside from that, your party composition (and alignment) will factor into both the plot and the endings as well, so the replay value is high.
It's pretty faithful, but not every dungeon and quest is laid out in the exact same manner as the AP, we do move some elements around, introduce familiar characters at different points (and re-introduce where appropriate) - so you'll see a lot of hallmarks of the Adventure Path, but you'll still be surprised by some of the content as well.
So far in the writing process, there's been a lot of latitude to develop personalities through dialogue, and my understanding with companions and relationships is that even if alignment is an issue, they still respond to individual choices you've made with them (although alignment does play a big role). Also, companions weigh in to dialogues pretty frequently (and when appropriate - ex: religion, ethics, moral decisions), so they don't silently follow along, they definitely make their feelings known.
I think a lot of sandbox games approach the narrative in the wrong direction (they try to embed a linear narrative in an open-world setting, which doesn't quite mesh). I don't think Kingmaker's original narrative or the additions to the game suffer from that problem, however, and there's a few ways to keep the narrative cohesive - companions (one of the best ways), antagonist reinforcement, and even the kingdom, although the kingdom is only one of these elements.
Note that while we're modifying parts of the adventure and pacing for the computer game, I don't think the Kingmaker original storyline needed "fixing" - there were some limitations on foreshadowing certain elements (and perpetuating certain elements), but I feel we've fixed that in the current narrative.
Ha ha ha - well-researched, SnakesPaw. I don't know - I don't think Lost Souls may be appropriate (it was still too tied to the Nameless One story, so I'd be afraid of bleed-over), although doing a Dak'kon-involved PST story would be a lot of fun (I always liked the githzerai).
Unfortunately, the industry has been taken over by TCGs and the likes (a process that started in the early 90s):Pretty sad to hear that the whole RPG tabletop market in NA is around 35 milions/year.
I believe that had more to do with Fargo's record than the money involved:I wonder how they could turn down the surely generous offer by Brian Fargo to license the Planescape settings with this situation.
The WOTC guys didn't say there was no offer:Ha ha. Remember when Fargo announced the Numanuma as the game's setting and said that they tried to negotiate with WoTC on Planescape but were dismissed. And then some wizard's guy shown up and said that there was no any negotiating attempt from inXile at all?
Ah, maybe it's for the better after all. What a fiasco...
It turns out, however, Wizards of the Coast wasn't against the idea of licensing Planescape at all - or so it told me.
"We would absolutely consider licensing out Planescape, or any of our other great D&D IPs, if we were approached with a proposal," Wizards of the Coast told us through its presumably bushy beard.
"We often get proposals and are actively pursuing opportunities to make great digital D&D experiences.
"Brian [Fargo] suggested Baldur's Gate 3 had proven difficult in the past before we regained our digital rights, so, that probably didn't help the situation."
The last quote is just the guy being polite. He's basically saying "we are willing to license Planescape, we just don't want to do business with him". This is because Fargo was Interplay's CEO when Hasbro sued them for unpaid royalties for the first time.
The weird part is that they said Fargo himself brought up the BG3 situation, but that only happened after Fargo left the company. It's possible he fucked that up by not explaining the story correctly and getting the blame for no reason.