Kane
I have many names
you're trying too hard jewitron
i agree but i dont think that not having enough employees to make shedule is a strength. unless you dont have to care for shedules. in which case you have enough $$$ to pay extra heads anywayTurning a weakness into a strength isn't the same as hiding a weakness as a strength.
But in the latter case, having a small team of talented individuals you trust to do a good job is an advantage. I would trust more a 10 person dream team of devs to make the game by themselves in 5 years time, than having the same devs as part of a five times bigger team in one year time.unless you dont have to care for shedules. in which case you have enough $$$ to pay extra heads anywayTurning a weakness into a strength isn't the same as hiding a weakness as a strength.
sure but everyone knows that you dont need to point it out to keep your company "lean and mean".But in the latter case, having a small team of talented individuals you trust to do a good job is an advantage. I would trust more a 10 person dream team of devs to make the game by themselves in 5 years time, than having the same devs as part of a five times bigger team in one year time.unless you dont have to care for shedules. in which case you have enough $$$ to pay extra heads anywayTurning a weakness into a strength isn't the same as hiding a weakness as a strength.
Yes sure hire 100+ employees and then brown nose publishers for popamole contracts...and each quarter is a struggle just to pay the staff and fire them later when its not immurshive enough. Larger is not always better. EA tried that with DA2 larger audience and what not.corporate talk for "we don't have enough money to hire the people we would need to keep shedule"Sure Obsidian are bros and all... but I like Brian Fargo's policy of keeping inXile lean and mean.
Yes sure hire 100+ employees and then brown nose publishers for popamole contracts...and each quarter is a struggle just to pay the staff and fire them later when its not immurshive enough. Larger is not always better. EA tried that with DA2 larger audience and what not.
God points... but your corporate philosophy would not be applicable to markets catering niches. Look at how retarded Jeff uas become with Avadon...but his return on investment due to his small team size and development cable makes a sequel so much more viable than the latest popamole that failed to break even.Yes sure hire 100+ employees and then brown nose publishers for popamole contracts...and each quarter is a struggle just to pay the staff and fire them later when its not immurshive enough. Larger is not always better. EA tried that with DA2 larger audience and what not.
Meh, the reality is people make games and different people make different games and that has become quite apparent with D3, which didn't even had a substantially bigger team than D2. It's not so much about the size but who? works on what? Logically, smaller teams will fare better but only if they have been working together for a long time and know their teamplay OR magically the right people happen at the right time in the right place (which does happen suprisingly often)
Plus, with the way games are designed these days you just want those 200 "writers" writing all those quest descriptions you click away anyway.
i don't know about the financial aspect, but blizzard gambling their good name with D3 is certainly a thing.Also wasn't DS3 considered good hit due to its low investment? Even though its sales figure were lacklustre compared to most popamoles?
Is it any good from storyfag point of view though? I heard George Z did some writing for it...raw I meant Dungeon Siege 3 published by Square Enix
Anthony did imply that, yes. The consumer reaction seemed mostly negative though.
Is it any good from storyfag point of view though? I heard George Z did some writing for it...
Our Creative Lead Designer, George Ziets, created a large Ehb Sourcebook (reminiscent of the Forgotten Realms Gazetteers for all of you Dungeons & Dragons nerds out there. You know who you are!). He took all the lore that he could find from the first two games and advanced the land of Ehb over 150 years. He built this tome in consultation with [series creator] Chris Taylor who was responsible for the original Dungeon Siege games.
I do have two ideas for Donut Based RPGs:
1. A game very similar to Game Dev Story, except that you are running a Donut Store and the goal is to become the Donut King or Queen within 10 years. Donut Research, supply management, employee training, and donut conventions and other various things to do.
2. A post apocalyptic game where you discover a derelict donut store in the wasteland and begin a series of quests to get it up an running. The donuts become a popular source of nourishment, where customers pay for their donuts through bartering, ala Fallout. You will need to assemble an adventuring party with members of your staff as you quest for upgrades to the equipment and new recipes.
good thing I didnt play that shit.Is it any good from storyfag point of view though? I heard George Z did some writing for it...
Ziets' role on DS3 was akin to his previous jobs writing background lore for MMO projects.
http://content.usatoday.com/communi...t-know-about-dungeon-siege-iii/1#.UjHQan9In48
Our Creative Lead Designer, George Ziets, created a large Ehb Sourcebook (reminiscent of the Forgotten Realms Gazetteers for all of you Dungeons & Dragons nerds out there. You know who you are!). He took all the lore that he could find from the first two games and advanced the land of Ehb over 150 years. He built this tome in consultation with [series creator] Chris Taylor who was responsible for the original Dungeon Siege games.
Is it any good from storyfag point of view though? I heard George Z did some writing for it...
Ziets' role on DS3 was akin to his previous jobs writing background lore for MMO projects.
http://content.usatoday.com/communi...t-know-about-dungeon-siege-iii/1#.UjHQan9In48
Our Creative Lead Designer, George Ziets, created a large Ehb Sourcebook (reminiscent of the Forgotten Realms Gazetteers for all of you Dungeons & Dragons nerds out there. You know who you are!). He took all the lore that he could find from the first two games and advanced the land of Ehb over 150 years. He built this tome in consultation with [series creator] Chris Taylor who was responsible for the original Dungeon Siege games.
Is it any good from storyfag point of view though? I heard George Z did some writing for it...
Ziets' role on DS3 was akin to his previous jobs writing background lore for MMO projects.
http://content.usatoday.com/communi...t-know-about-dungeon-siege-iii/1#.UjHQan9In48
Our Creative Lead Designer, George Ziets, created a large Ehb Sourcebook (reminiscent of the Forgotten Realms Gazetteers for all of you Dungeons & Dragons nerds out there. You know who you are!). He took all the lore that he could find from the first two games and advanced the land of Ehb over 150 years. He built this tome in consultation with [series creator] Chris Taylor who was responsible for the original Dungeon Siege games.
Bullcrap
That was ONE of his jobs. He was basically the only full time writer on the project.
Chaotic_Heretic DS3 suffers from having the story scaled back later in development. There's some cool things/concepts in there but they are pretty subtle due to that. So you have to make some connections yourself. Also main is pretty neutral written so if you want a charachters personality you have to take them as a companion. Not as the main.
It's fun though. And impressive enough for a kickstarter budget game with high production values.
There's always T:ToN and P:E I guess. Don't know if he has any more "proper" writing contributions after that.
That was ONE of his jobs. He was basically the only full time writer on the project.
That was ONE of his jobs. He was basically the only full time writer on the project.
He was? Got any quotes?
Too many. Was Lead Creative Writer. John Gonzalez and Travis Stout helped writing the companions, but they were focused on NV/ AP
Too many. Was Lead Creative Writer. John Gonzalez and Travis Stout helped writing the companions, but they were focused on NV/ AP
Okay...I'll put it this way, is there a "Myrkul" moment in DS3?
Pure quality? Not exactly. But that would be kinda like comparing pst to aves later games. There are three moments that stick out in ds iii. The reveal of the truth and especially odos refusal to learn about it and what that means for his actions. Jeyne's past and manafactured but still true beliefs and the conversation with the lion statue at the end of the dlc that has a really cool choice attached to it and i hope that pe will do something similiar.