Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Divinity: Original Sin Pre-Release Thread

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,061
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
By all means, don't give a fuck about reactivity in a corridor shooter, but do give to reactivity through dialogue wheel as it's the actual debate.

What, are we going in circles now? Look, it's very simple: Reactivity in a corridor shooter != reactivity in a proper CRPG. They have different needs.
 

Lancehead

Liturgist
Joined
Dec 6, 2012
Messages
1,550
FFS Infinitron, did I ever deny they have different needs? In fact I actually said they can have different needs. Here:
Like I said before, I'm not saying D:OS should use it because the game has different needs, and in fact given the choice between the wheel and the list, I'd pick the list. My point is that if you want a complex dialogue system, the wheel isn't exactly a serious hindrance. Case in point, Obsidian (who value such things as dialogue) in-house engine Onyx uses dialogue wheel.

And I haven't ever argued that the reactivity in a corridor shooter is of the same nature to that in a more sandbox game (or proper cRPG as would call it).
 

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
What is "proper dialogue structure"? Alpha Protocol has linear, cinematic, non-repeatable conversations. That's not a good fit for every genre of game.
Whether dialogue is cinematic or repeatable has no significant bearing on how dialogue choices are articulated via the user interface, or vice versa.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,061
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
[What is "proper dialogue structure"? Alpha Protocol has linear, cinematic, non-repeatable conversations. That's not a good fit for every genre of game.
Whether dialogue is cinematic or repeatable has no significant bearing on how dialogue choices are articulated via the user interface, or vice versa.

Well, I don't agree.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
What is "proper dialogue structure"? Alpha Protocol has linear, cinematic, non-repeatable conversations. That's not a good fit for every genre of game.
Whether dialogue is cinematic or repeatable has no significant bearing on how dialogue choices are articulated via the user interface, or vice versa.
BioWare developed the "wheel" specifically because they felt it would have bearing on the reception of the "cinematic" dialogues. Similarly, Obsidian used it in AP for similar reasoning (and the "quick, reaction-based responses"). Granted, the same could be achieved either through Infinity-like dialogue boxes, or even Morrowind-like ones, but they did choose these specifically, so it does have some bearing in a sense.
 

ForkTong

Larian Studios
Developer
Joined
Nov 8, 2012
Messages
314
Location
Krynn
ForkTong
So, uh how's itemizing coming along? Diablo-ey or that thing that was mentioned with each weapon having a specific advantage and all that?

Still gotta have that discussion (or just find time to play around with it), but I'm leaning heavily towards "a sword does dmg x and that's it and a bow does dmg y and that is that, and this and this is the pro and contra of those weapon types", where there are a couple of weapons with unique names that do a bit more or have special powers/properties. I wouldn't rule out randomly generated drops altogether, but I just wouldn't make those too powerful. I'm repeating myself here, hope I find time soon to fool around with a new system.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
ForkTong
So, uh how's itemizing coming along? Diablo-ey or that thing that was mentioned with each weapon having a specific advantage and all that?

Still gotta have that discussion (or just find time to play around with it), but I'm leaning heavily towards "a sword does dmg x and that's it and a bow does dmg y and that is that, and this and this is the pro and contra of those weapon types", where there are a couple of weapons with unique names that do a bit more or have special powers/properties. I wouldn't rule out randomly generated drops altogether, but I just wouldn't make those too powerful. I'm repeating myself here, hope I find time soon to fool around with a new system.
I personally like this approach more - then once you find a unique weapon (I don't know if they will have any flavour backstory text?), they genuinely feel unique and special.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
I don't really expect even BG1 text size on this game. It was never the Larian tradition and if they are hiring writers right now, it probably won't be for the game either. It's a pity though.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,871
I don't think it was ever part of a KS thing.

Some here are pro full sentences, others are against that. As a producer, I'm against it at this point :)

I noticed there are actual full sentences dialogue options when talking to the companion. Is this something that is an option in the editor, or something you're going to lock in before you release?
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
If video games have taught me something, it's definitely that radial interfaces ALWAYS suck. No exception.

The radial menu is the only part of ToEE's UI which is certifiably awesome.
ToEE input in general was incredibly retarded because of the unbelievably lazy and shortsighted option to put in key shortcuts on the fucking save files. Design your fucking serialization timelines and set different files for each.
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
Any plan for an update soon?
I'm missing the daily updates with the upbeat music and an obviously strained Swen smiling for the camera :D
 

MicoSelva

backlog digger
Patron
Joined
Sep 10, 2010
Messages
7,507
Location
Arx
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Divinity: Original Sin 2 Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Kiril needs to drop the keyboard again, or at least drop the mic.
Or at least show his... Ok, we probably don't really want that.

I'm missing the daily updates with the upbeat music and an obviously strained Swen smiling for the camera :D
I was really impressed when in the final day of the campaign Swen and David played D:OS for four hours straight, without even taking a bathroom break. Also, if I recall correctly, Swen was after a sleepless night (not sure if David too). I really did not want to be in their place back then.
 

Arkeus

Arcane
Joined
Oct 9, 2012
Messages
1,406
Kiril needs to drop the keyboard again, or at least drop the mic.
Or at least show his... Ok, we probably don't really want that.

I'm missing the daily updates with the upbeat music and an obviously strained Swen smiling for the camera :D
I was really impressed when in the final day of the campaign Swen and David played D:OS for four hours straight, without even taking a bathroom break. Also, if I recall correctly, Swen was after a sleepless night (not sure if David too). I really did not want to be in their place back then.
ForkTong had a fabulous dress.
 
Joined
Dec 19, 2012
Messages
1,738
ForkTong
So, uh how's itemizing coming along? Diablo-ey or that thing that was mentioned with each weapon having a specific advantage and all that?

Still gotta have that discussion (or just find time to play around with it), but I'm leaning heavily towards "a sword does dmg x and that's it and a bow does dmg y and that is that, and this and this is the pro and contra of those weapon types", where there are a couple of weapons with unique names that do a bit more or have special powers/properties. I wouldn't rule out randomly generated drops altogether, but I just wouldn't make those too powerful. I'm repeating myself here, hope I find time soon to fool around with a new system.

I certainly hope random Diablo-esque drops make it in. Oddly enough, it's one of my favorite aspects of DD and DKS. Although I'll admit I may have spent some time save scumming quest rewards in the latter.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,719
Location
Copenhagen
Items that are strict upgrades to existing equipment = boring for the most part

Items that are functionally very different and thus face you with a question of which to equip = interesting

Baldur's Gate II did this extremely, extremely well. A progression in items so that you'd sometimes be exited about a strict upgrade, but many items with hugely varied effects that left you wondering which was best.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom