agentorange
Arcane
chris "fraudster" avellone
gay emptyquote because this XenForo update sucks
Even if the game locks you into pursuing that option, at least you have multiple reasons for finding and killing Sarevok - he kills Gorion and tries to kill you. In BG2 - Irenicus captures you, steals all your shit and does experiments on you and Imoen and whisks her away to Spellhold. Both very solid reasons for pursuing the main plot.
Pillars of Eternity - some robed guys do a thing that turns some people to dust, but not you and you see ghost people on the first wilderness area of the game (but no other areas) and when you sleep you see the same video over and over and when you get fatigued the screen goes blurry - dat player agency.
Sure it's silly/an oversight but it's not something that bothers me personally.
From what I've seen in other companies I worked with (not game devs, but with large creative projects too), it takes a vote from all partners to make that kind of decision. In some companies, replacing a project director had specific conditions. When said director/lead is another partner, it makes it even more difficult to change things, and I in one case I remember they needed a unanimous vote from the rest of the partners to remove the person from the project entirely.I still find it very strange that MCA didn't stamp more authority on POE. By the same token what the fuck is the point of having the man on staff if your not going to let him take creative control on projects?
Bizarre.
Depends if you give a fuck about alignment. I never have and I always took the situation with Tamoko as you will not kill him if you can avoid it ... and you can't.
I suspect this is what happened with Alpha Protocol. Chris Parker was making a mess, so the board vote for an intervention and replaced a few roles, and that's why MCA became lead designer, writer, etc. What's odd about it is that Sawyer and MCA have implied it was Parker's fault, plus the former employee leak, but he remained project director regardless. I think it's because he was a partner and removing him would've been contentious.
Forgive for not taking your word alone, but he's listed as Lead Designer along with Raymond Holmes, check the credits if you will.But you can. You're not forced to go into the maze after him. After the big scene at the place, you can just go do whatever until you get bored, but if you want to see that ending cinematic and the credits, you have to go down there and take him out.
Additionally, ignoring alignment, BG2's plot doesn't work if your PC is a paladin. They're supposed to smite evil on sight, and yet you end up working with a very clearly evil thieves guild who leave their instruments of torture out for you to see.
Meanwhile, in Josh Sawyer's Icewind Dale II, you either have to kill or dismiss your paladin if you want to infiltrate the Yuan-ti temple in disguise because they will in fact smite evil on sight.
Avellone defended Parker, and Patrick K Mills, another AP guy, said whoever left that anonymous negative comment was just plain wrong and likely someone with an axe to grind who always hated what they were doing with AP. Avellone also never replaced someone as lead designer because AP never had a lead designer to begin with, just Mitsoda as a creative lead.
http://www.lightspeedmagazine.com/n...ris-avellone-game-designer-fallout-new-vegas/Forgive for not taking your word alone, but he's listed as Lead Designer along with Raymond Holmes, check the credits if you will.
Chris Avellone said:It didn’t have a Project Lead or a Lead Designer for a chunk of its early inception and production, and then at the two year mark, Chris Parker became Project Director and I volunteered to become Lead Designer on it in the absence of a Lead Designer.
And? I said he became AP's Lead Designer. He did.
You talked of roles being replaced, I said those roles weren't, because they didn't exist to start with. AP was a disaster of a production. All the owners of Obsidian are to blame for it.And? I said he became AP's Lead Designer. He did.
Why does it havet to be about the player? I always thought that there are adventurers who see some problem in the world and try to solve it. In PoE you see that some powerful guy is messing with the souls of the world, so since you are a curious guy, you try to get to the end of it. Being a watcher also helps encourage you.Even if the game locks you into pursuing that option, at least you have multiple reasons for finding and killing Sarevok - he kills Gorion and tries to kill you. In BG2 - Irenicus captures you, steals all your shit and does experiments on you and Imoen and whisks her away to Spellhold. Both very solid reasons for pursuing the main plot.
Pillars of Eternity - some robed guys do a thing that turns some people to dust, but not you and you see ghost people on the first wilderness area of the game (but no other areas) and when you sleep you see the same video over and over and when you get fatigued the screen goes blurry - dat player agency.
When I say messing I don't mean using them in magic and science, the bad guy actually mass murders people.Everyone is messing with souls, why not kill them all?
But you can. You're not forced to go into the maze after him. After the big scene at the place, you can just go do whatever until you get bored, but if you want to see that ending cinematic and the credits, you have to go down there and take him out.
Additionally, ignoring alignment, BG2's plot doesn't work if your PC is a paladin. They're supposed to smite evil on sight, and yet you end up working with a very clearly evil thieves guild who leave their instruments of torture out for you to see.
Meanwhile, in Josh Sawyer's Icewind Dale II, you either have to kill or dismiss your paladin if you want to infiltrate the Yuan-ti temple in disguise because they will in fact smite evil on sight.
Why does it havet to be about the player? I always thought that there are adventurers who see some problem in the world and try to solve it. In PoE you see that some powerful guy is messing with the souls of the world, so since you are a curious guy, you try to get to the end of it. Being a watcher also helps encourage you.
In general, it's a good idea to have the inciting incident in a story involve the main character in a meaningful way.
Why does it havet to be about the player?
Eh, one could say that "in Icewind Dale you have to kill Belhifet, there's no way around it" as well, as that is the only way to complete the game IIRC. That's no different from the only ending in BG1 (or BG2) being killing Sarevok or Irenicus.
He's performing a ritual when you arrive though, to try and summon Bhaal or something, and you stop him.
Oh, Sarevok is not intent on hiding. You have stripped him of any pretense; there is no longer any point in him maintaining his respectable veneer. Only the most fanatical or fearful of his allies stand by him now. He will gather what resources he can and move on. Of course he knows that you must come to confront him and that it is to his advantage to choose the battleground. There is an altar in the Undercity; it was to be where the ritual would take place, but now serves as his last refuge. If you do not go to him, he will strike at you at his leisure.