Haba
Harbinger of Decline
Plot twist: Roguey was Sawyer all along.
roguey has a decent sense of humor though. sawyer has the comedic sensibility of a 70 year old librarian womanPlot twist: Roguey was Sawyer all along.
Plot twist: Roguey was Sawyer all along.
Could be worse. A truck could be flying down that road.
Could be worse. A truck could be flying down that road.
It's a reference to http://www.rpgcodex.net/forums/inde...r-yes-it-was-april-fools.121063/#post-5549200
Subliminal messaging or tinfoil hattery?
Probably not. One of the strongest themes of dead money is the absolute feeling of isolation that comes with the rapid change of scenery and conditions in contrast to the main game. For example, look at Bioshock which really lacks that feeling of isolation from everything that the Sierra Madre has, because Rapture is all you know, whereas the Madre is just one location you are trapped in, really exemplifying the fact that you are alone in this hostile area, so very far from vegas and your suite, as well as all your companions, with all your armaments and equipment stripped from you.I often wonder about whether Dead Money would be possible to pull off as a full game. Or maybe it's just too bizarre of a concept and it could only ever work as a game within a game, stripping away the gameplay style player has developed so far, and forcing him to approach things differently.
Thinking about it theres been no MCA designed game i've played where tragedy hasn't been a strong aspect in the narrative, even Alpha Protocol, then again they've made for cracking stories so I don't really mind. Classics used it fairly thoroughly right back into ancient history so you can't really go wrong I suppose, and it highlights the lighter moments.
Probably not. One of the strongest themes of dead money is the absolute feeling of isolation that comes with the rapid change of scenery and conditions in contrast to the main game. For example, look at Bioshock which really lacks that feeling of isolation from everything that the Sierra Madre has, because Rapture is all you know, whereas the Madre is just one location you are trapped in, really exemplifying the fact that you are alone in this hostile area, so very far from vegas and your suite, as well as all your companions, with all your armaments and equipment stripped from you.
I liked writing Dr. Borous when he suddenly starts to feel emotion
And Bethesda doesn't, laddie?but if you aren't Bethesda you're going to add a lot of filler to the formula
Brian Fargo: You want me to spend money. On an artist. For supplementary material. For a game that lost money and hardly anyone cares about.I do not know, unfortunately - I did submit the graphic novel for Erritis a half-year ago (maybe more), it was approved and good to go, now I think they're just looking for an artist. On the game front, though, not sure.I’m not sure if you would have any info on this but will we ever get more content for torment tides of numenara other than servant of the tides
My bible is fallout 1&2 and maybe torment tides of numenara. By the way I’m a guy
Emotionaly attractive storytelling.Thinking about it theres been no MCA designed game i've played where tragedy hasn't been a strong aspect in the narrative, even Alpha Protocol, then again they've made for cracking stories so I don't really mind. Classics used it fairly thoroughly right back into ancient history so you can't really go wrong I suppose, and it highlights the lighter moments.
There is a reason for that. Tragedy or in general a negative turn of events shakes us out of our contented stable life. The perturbation reveals what we are truly made up of and also motivates change in habit. basically, tragedy is always a good source of dynamism and a fodder for a emotionally attractive storytelling.
Interview update:
The interview was split in two parts. Part 1 will have my questions, Part 2 will be the user questions.
We finished Part 1 last saturday.
Part 2 has more than 80 questions (3400 words), so that will take a while. MCA had to go back to his current projects, and we'll work it out when he has time again.
Thought I should say this in advance: I don't know what kind of expectation people have after so long. Chris went out of his way to give interesting, detailed answers (final piece should have ~14k words), so if any of you find it disappointing/not worth the wait, the problem must be the questions.
I'm still working on the formatting and pictures, but it should be in Infinitron's hands tomorrow.
Really looking forward to some insight into KotOR 2 in particular. I do get the sense from your writing that after reading all of the EU you were less than impressed with Star Wars lore especially regarding the force. So my question is, If so did that colour your writing of the game. And moving on from that, if there was one plot point or trope of Star Wars you could exploit that you haven't already, what would it be?Interview update:
The interview was split in two parts. Part 1 will have my questions, Part 2 will be the user questions.
We finished Part 1 last saturday.
Part 2 has more than 80 questions (3400 words), so that will take a while. MCA had to go back to his current projects, and we'll work it out when he has time again.
Thought I should say this in advance: I don't know what kind of expectation people have after so long. Chris went out of his way to give interesting, detailed answers (final piece should have ~14k words), so if any of you find it disappointing/not worth the wait, the problem must be the questions.
I'm still working on the formatting and pictures, but it should be in Infinitron's hands tomorrow.
If the interview's disappointing/not worth the wait, I guarantee it's more the answers than the questions, trust me.
For Part 2, we're still discussing format - for simplicity, I might answer them piecemeal here in the forum thread (and if someone wants to collect them, they can, but I doubt it'd be worth it for all the 80+ questions), as I'd at least be able to make some incremental progress rather than a huge word dump many years later. :/
Anyway, I do hope the answers in the coming interview are informative/interesting, but we'll see.