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- May 29, 2010
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Josh's developer friend said it was sound advice.
Additionally you guise complaining about that overlook
Additionally
There will be B-priority stuff. Just not that particular idea.
Additionally you guise complaining about that overlook
if the a-priority content doesn't stand on its own, it needs to be redesigned
Additionally
And speaking of Honest Hearts, I also learned that between the free-wheeling nature of F:NV's content implementation and the strict, low-risk implementation of Honest Hearts content, OEI content usually needs to fall somewhere in-between. A quest that is completely cut-and-dry bog-standard will usually come across that way even if it takes place in a new setting. A quest that is a tangled skein of nightmare scripting will probably ship as a broken mess of half-fulfilled dreams. So when it comes to working with designers, it's good to start with a really solid, stable core of gameplay but leave time for (and encourage) more risky secondary elements after the core has been developed.
Having content that's just "in" and works isn't enough -- both for designers and for people who are playing an Obsidian RPG. People enjoy weird and wacky stuff in quests; it just has to work properly. Our concepting, design, and review processes need to account for the basics but also ensure there's time for the cool and unusual stuff.
There will be B-priority stuff. Just not that particular idea.