Drax
Arcane
TFW Fairfax is secretly MCA's italian wife
They same to be in touch lately, it could be that he's working with levine on his upcoming game
Why am I not surprised there is a correlation between people who want their pronouns to be respected and people who dislike characters like Durance and the Grieving Mother for not being friendly enough?Alex P
@SaddestRobots
Twitter is a trash box where I post about my politics and a lot of boring-ass hobbies. I love you all. (he/him)
It doesn't even have to be particularly involved. In Kotor 2 for example every companion has some unique feat or mechanical quirk that highlights their identity, like how Mira is able to walk over mines without setting them off because she grew up hauling explosives as a Mandalorian slave.They did end up making personalized gear (in v2.0, I think?) for companions, but what MCA is talking about here sounds a lot more involved and interesting. Too bad, yet another aspect of PoE that could have been improved if they let MCA do his thing.
NDAs prevent him from sharing most of what happened at Obsidian, but the Codex interview will have a few more details.The longer he's been away from Obsidian, the more details we get of why he left. I think we'll get the whole story, one day.
NDAs prevent him from sharing most of what happened at Obsidian, but the Codex interview will have a few more details.
They sound like Soulbound weapons before they were a thing. They were probably cut because those concepts were probably deemed low-priority.They did end up making personalized gear (in v2.0, I think?) for companions, but what MCA is talking about here sounds a lot more involved and interesting. Too bad, yet another aspect of PoE that could have been improved if they let MCA do his thing.
He's been quite busy for a while, but I'll see if he has more time after he's done working on Into the Breach. If not, I'll split it in parts and send you the first one.NDAs prevent him from sharing most of what happened at Obsidian, but the Codex interview will have a few more details.
What year is that coming out?
They sound like Soulbound weapons before they were a thing. They were probably cut because those concepts were probably deemed low-priority.They did end up making personalized gear (in v2.0, I think?) for companions, but what MCA is talking about here sounds a lot more involved and interesting. Too bad, yet another aspect of PoE that could have been improved if they let MCA do his thing.
How so? In his interview with the Codex, Eric Fenstermaker said that the primary bottleneck for Durance and the Grieving Mother wasn't the amount of text, but Obsidian's own absurd guidelines that a significant amount of all text must be voice acted.Unpopular take: MCA could have been a team player and designed companions according to spec that wouldn't have needed to be cut, instead of dumping giant unworkable walls of text on his fellow writers
The cuts came for length. The three limiting factors were time to implement, art resources for the dream sequences, and VO budget. There was a target length we had set upfront for all companions, and we had to stick to it. Otherwise we'd be, for example, voicing maybe one out of every six lines for Durance and the Grieving Mother, and it'd be conspicuously incongruent with the other companions, who had maybe 2/3 of their lines voiced. Unfortunately in this case it meant cutting down characters that had had a lot of research and creative energy invested in them, and there were some good ideas there that it would've been interesting to explore. It was a shitty thing to have to do, but we'd never have been able to implement the original versions in time to ship.
Cass is not entirely designed by MCA, he inherited the concept.I don't know, I tend to think that MCA-designed NPCs in the vein of Durance and GM only work in Avellone-directed games. His companion in New Vegas was much more restrained and she fit a lot better.
You're assuming he wrote everything in secret and suddenly showed up with the finished content. Do you really believe they never got progress updates, couldn't read what he was writing and never gave him the go ahead? Even if that was case, and there's nothing to suggest it was, it was on Sawyer, Brennecke and Fenstermaker to keep track of his progress.Unpopular take: MCA could have been a team player and designed companions according to spec that wouldn't have needed to be cut, instead of dumping giant unworkable walls of text on his fellow writers
I don't know, I tend to think that MCA-designed NPCs in the vein of Durance and GM only work in Avellone-directed games. His companion in New Vegas was much more restrained and she fit a lot better.
You're assuming he wrote everything in secret and suddenly showed up with the finished content. Do you really believe they never got progress updates, couldn't read what he was writing and never gave him the go ahead? Even if that was case, and there's nothing to suggest it was, it was on Sawyer, Brennecke and Fenstermaker to keep track of his progress.
It does. The only reason given for the target length is VO budget and the desire to have a consistent amount of voice acting across all companions. Why would you think PoE would have an aversion to walls of text? There's a reason why it has the nickname 'Pillars of Exposition'.That doesn't contradict my point.
He says 'for example' because he's giving a hypothetical example of what companions with less voice acting would be like.Also I don't believe that's the only reason Fenstermaker gave, notice he said "for example".
The three limiting factors were time to implement, art resources for the dream sequences, and VO budget.
Why would you think PoE would have an aversion to walls of text? There's a reason why it has the nickname 'Pillars of Exposition'.
The first two factors refer to the dream sequences. I'm talking about the decision to cut large swathes of backstory and dialogue dealing with the relationship between Durance and the Grieving Mother, and interactions with the player character, which is what Avellone's tweet alludes to. If VO budget wasn't a concern, Fenstermaker certainly wouldn't have spent the bulk of a paragraph talking about it.[/QUOTE]The three limiting factors were time to implement, art resources for the dream sequences, and VO budget.
They did satisfy that criteria. According to this video, Durance's VO length is almost double that of Aloth's, despite the fact that Durance talks much faster than Aloth.In fact I'd be surprised if they satisfied Eric Fenstermaker's voice acting criteria