Prime Junta
Guest
Same thing with anti-save-scumming measures - it would be very hard to implement them in a way that would do more good than harm.
No it wouldn't.
Same thing with anti-save-scumming measures - it would be very hard to implement them in a way that would do more good than harm.
This is the codex, its never out of our systems. Weve had this talk many times before. Last time i was in the opposite camp, but i finally saw the light.Great talk, guys.
Now that THAT is out of our system.
Come back on earth baby, it's not like you were Dostoievski nor the last dandy on earth. Just another stupid game designer who read too much fucked-up fantasy and watched too much Tarkovski.Great talk, guys.
Now that THAT is out of our system, feast your eyes on Fortress Occident's shadow tech:
"THE LITTLE BOOKSTORE THAT HAS IT ALL"
MIKK METSNIIT
Environment Artist
Introducing “Crime, Romance & Biographies of Famous People”, the bookstore that truly has it all. Open all night to show you what dynamic shadows on hand painted backgrounds look like.
![]()
I wonder whether you might know about Waltari's cop stories as well, featuring this gentleman, Inspector Palmu. They were adapted to film 1960-69, almost overlapping the maain period of your game.
So there is some play testing going on? Do you have any plans on extending the testing to top tier prestigious forum's, who hold impeccable catholic tastes?
Me too. This game almost sounds like a dream, I am just afraid I will be rudely woken up when I start playing it.Yeah, I really wanna give this one a try. I've been waiting for a game that actually offers interesting non-combat content which is more than simply exhausting all the available dialogues options.
Sure, and the best way for the player to experience it is to avoid a displaying a failure sign in front of him. Let the narrative take him were it will and if he feels he should releoad because he feels he could have done better, then thats that.HOWEVER, if bad things happen -- people suffer, your friends lose faith in you, you will be mortified with embarrassment and it will follow you. Our goal is to have the negative event be the punishment, not the numbers beneath. The player can always escape the odds against them, the reader can not escape the passage they've read. When you read something in our system -- experience some event -- we want you to feel like you don't want to change it. Like you don't immediately think you should rewrite a passage in a book where someone gets hurt. But they do get hurt. The events penalize the player.
When the quest was to save someone and they died, didn´t you fail them? Is it something you tell yourself after, when you´re nursing a whiskey at the night bar, You know, to feel better about your self and not spiral into madness and grief? You didn´t fail. "I DIDN´T fail! I simply didn´t COMPLETE the quest!"Lhynn The same thing should apply to quest logs as well - there shouldn't be any Succeeded or Failed notifications, only Completed with various explanations (i.e. you saved that person or you didn't) and accompanying consequences.
Sure, and the best way for the player to experience him is to avoid a displaying a failure sign in front of him. Let the narrative take him were it will and if he feels he should reload because he feels he could have done better, then that´s that.HOWEVER, if bad things happen -- people suffer, your friends lose faith in you, you will be mortified with embarrassment and it will follow you. Our goal is to have the negative event be the punishment, not the numbers beneath. The player can always escape the odds against them, the reader can not escape the passage they've read. When you read something in our system -- experience some event -- we want you to feel like you don't want to change it. Like you don't immediately think you should rewrite a passage in a book where someone gets hurt. But they do get hurt. The events penalize the player.
You dont even need to avoid telling him he is being tested, or how well he did, you just dont tell him if he succeeded or failed after the roll. The player will be able to figure it out if he failed or succeeded, but wont immediately think of reloading because hes caught up in the narrative, the moment isnt broken by the display of a big fail banner.
It's not even just about reloading after failed check, I always play till the end if a game let me, but seeing fail/success banner works like a spoiler, it gives you info about all other options and where they lead to.I haven´t been in any situations that would make me reach for the Quickload key
Failing in NO TRUCE is not the end (unless, of course, you manage to end the game in the process...) and is usually followed by immediate consequences that keep your interest piqued (and your eyes on the screen and fingers away from Quickload) and often affect the game world in a way that makes your measly failed check meaningful in the long run. Look at the big picture.
Someone on another forum admonished us that we should´t use the word "failure" in the title (of that forum thread) at all - it would put off some people (like Lhynn?). Sure. Whatever. I think it´s time to reconsider the difference between failing and failing. Failing in NO TRUCE is not the end (unless, of course, you manage to end the game in the process...) and is usually followed by immediate consequences that keep your interest piqued (and your eyes on the screen and fingers away from Quickload) and often affect the game world in a way that makes your measly failed check meaningful in the long run. Look at the big picture.
Someone on another forum admonished us that we should´t use the word "failure" in the title (of that forum thread) at all - it would put off some people (like Lhynn?). Sure. Whatever. I think it´s time to reconsider the difference between failing and failing. Failing in NO TRUCE is not the end (unless, of course, you manage to end the game in the process...) and is usually followed by immediate consequences that keep your interest piqued (and your eyes on the screen and fingers away from Quickload) and often affect the game world in a way that makes your measly failed check meaningful in the long run. Look at the big picture.
So, is it "NO TRUCE WITH THE FURIES! - a story-driven isometric role playing game about being a total failure", or "NO TRUCE WITH THE FURIES! - a story-driven isometric role playing game where failing plays a more interesting role than in typical RPG's [big deal, Ed.]"?