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Chris Avellone Just wanted to say I'm enjoying Nok-Nok as a character in Kingmaker. He's one of my favorites and I keep him in the party for that reason. Cheers!
I've read it as a sarcastic "wow" because the retweet was showing how bad their customer service is but now that you mention it I'm not so sure. Chris Avellone , could you elaborate?He said the customer service is wow. I don't see you don't think he's not happy with it.
3. If someone gives you a low score (say b/c of a bug), then they amend their own score later on (within 2 weeks) based on a fix, then that amended score should be taken into account in some fashion, as Metacritic itself won't change the initial low score once logged.
According to his LinkedIn profile, yes. He also retweeted this job opening:So is MCA still working at/with Ken Levine's studio? I don't think there's been any mention of that since the May of Rage.
The opportunity to work on a creatively ambitious project in the immersive sim genre.
Experience with design for shooters, immersive sims and/or action RPGs.
Strong skills in design/scripting (Unreal 4 experience preferred).
According to his LinkedIn profile, yes. He also retweeted this job opening:
He's been working with them for almost 3 years now, so it might be one of his biggest contributions as a freelancer.
Interesting. So who's the genius who came up with the jumping on falling platforms bits? Not that the game isn't complete garbage without those. Essentially the Fallout:BOS of the Baldur's Gate franchise.
and most importantly it's a decent hack'n'slash game
And the falling platform part is a single 3 minute sequence in the entire game, not to mention piss easy for anyone who isn't a child.
its presentation is not dissonant with BG
No, it's not. It's just boring garbage with shit combat, shit enemies and shit loot. There's literally no reason to play this game except to see how shit it is. This and BOS are prime examples of shovelware with a famous franchise title slapped on them just so they can sell a few units.
Wrong, I tried playing it like a month ago. I stopped at the 4th one. I don't care how easy they are.
It's actually even worse if they're limited to that part of the game. Why are they even there then? How about making them actually good and integrating them somehow in the gameplay. But nope, just utter shit design. Durr, it's a console gaem so let's dump some platform jumping in the middle of it.
I'm not sure what you mean by presentation, but I don't remember any platform sections in BG. Gameplay is completely different. The graphics, sounds and writing and voice acting are also all horrendous. So, in what way is it not dissonant? That it's a fantasy game that takes place in Baldur's Gate?
I don't, but it's a good thing to mention, and it's a good thing for a developer to ask when doing a contract with a provision like that (I didn't see the Beths. contract).
If I ever was part of a contract like that in the future, I wouldn't accept a score value without putting more stipulations on it within the contract itself:
1. I'd ask (and it would need to be mutually agreed-upon by both parties) that certain review sites with unusual rating systems not be included if they don't follow common industry rating systems (there are some French sites, if I recall, where 5/10 = Good, and even one of those can tank a score).
2. No review on Metacritic that has "review forthcoming" be considered in the value (if you give a score and don't write a review, it shouldn't be there).
3. If someone gives you a low score (say b/c of a bug), then they amend their own score later on (within 2 weeks) based on a fix, then that amended score should be taken into account in some fashion, as Metacritic itself won't change the initial low score once logged.
Unlike DA2, enemies hit hard enough that positioning/movement + blocking is incentivised.
but the core game is still fine, especially for a mashy controller game.
So, first you complain how horrible it is, now it's so easy why put it in the game? Changed your tune real quick.
it's a sequence designed for mechanics already in the game, ie jumping.
For the record: did you really get so frustrated at a child's jumping puzzle you quit the game?
The plot of the game is very simple, but the dialogue writing is well done and doesn't fall into the horrible pitfall of sounding like modern people larping in a setting.
Uh, Bioshock does not have an inventory.
Nobody did any design on this.
Yes, in fact, it was what made me gave up
Chris Avellone Just wanted to say I'm enjoying Nok-Nok as a character in Kingmaker. He's one of my favorites and I keep him in the party for that reason. Cheers!
He said the customer service is wow. I don't see you think he's unhappy with it.
Edit: Also, worked on Dark Alliance?
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Interesting. So who's the genius who came up with the jumping on falling platforms bits? Not that the game isn't complete garbage without those. Essentially the Fallout:BOS of the Baldur's Gate franchise.
Chris Avellone
The following two quotes, two of my favorites from New Vegas, sound awfully similar.
I've just googled it and indeed, you wrote both characters (two great characters in my opinion). When writing the lines, were you aware of their similarity? Was it intended?
Do you generally get input on the combat effectiveness of characters that you write for? Like, do you get to choose their stat spread or anything like that? Or is it taken out of your hands? I'm thinking of Durance mainly and his insanely high Resolve which is not exactly a high priority for Priests in that game, Sawyer Balance be damned. Just wondering if that was a decision on your part to make his stat spread the way it was, or whether it was given to you or decided for you. And if that's generally the way characters that you write are made.Chris Avellone Just wanted to say I'm enjoying Nok-Nok as a character in Kingmaker. He's one of my favorites and I keep him in the party for that reason. Cheers!
Thanks! He was a lot of fun to write. I'm also relieved they made him combat effective enough so players would actually use him.
Given MCA's wolf problems, it is probably better if he does not get to make effective combat characters to go along with their stories :DDo you generally get input on the combat effectiveness of characters that you write for? Like, do you get to choose their stat spread or anything like that? Or is it taken out of your hands? I'm thinking of Durance mainly and his insanely high Resolve which is not exactly a high priority for Priests in that game, Sawyer Balance be damned. Just wondering if that was a decision on your part to make his stat spread the way it was, or whether it was given to you or decided for you. And if that's generally the way characters that you write are made.Chris Avellone Just wanted to say I'm enjoying Nok-Nok as a character in Kingmaker. He's one of my favorites and I keep him in the party for that reason. Cheers!
Thanks! He was a lot of fun to write. I'm also relieved they made him combat effective enough so players would actually use him.
I actually used Durance a lot for a couple of playthroughs, but in spite of his attributes, rather than because of them. An arthritic, blind Priest in POE1 is better than no Priest at all.
did someone send chris the interview where the guy said nda is standart industry practice and Chris just took it personally which led to him leaving?
In a way it was his decision since he decided to write Durance as a character with great resolve.I'm thinking of Durance mainly and his insanely high Resolve which is not exactly a high priority for Priests in that game, Sawyer Balance be damned. Just wondering if that was a decision on your part to make his stat spread the way it was, or whether it was given to you or decided for you.