Maybe. Maybe not.
I wouldn't bet more than 10 potato on thatIt will be better than DA2 for sure.
Likely better than DA2 based on the extra amount of time they've been given and the awareness of some flaws of DA2 e.g. Laidlaw has acknowledged that he sided with the wrong people in the area designer vs writer conflicts since it removed player agency.What's the Roguey predetermined conclusion on this one btw?![]()
She was the lead gameplay designer on ME2. She was responsible for "let's rip out all the RPG systems and focus on creating a solid third person cover shooter then add back only what's necessary."
She was the lead gameplay designer on ME2. She was responsible for "let's rip out all the RPG systems and focus on creating a solid third person cover shooter then add back only what's necessary."
I see. Smart approach perhaps, but unsatisfactory execution. The game was too simple, and should have allowed a path towards some ME1-style wackiness at higher levels.
I see. Smart approach perhaps, but unsatisfactory execution. The game was too simple, and should have allowed a path towards some ME1-style wackiness at higher levels.
The changes were Josh Sawyer-approved for the most part though he himself was bewildered by a lot of their decisions, a sign of inelegance. http://new.spring.me/#!/JESawyer/q/236875962627660322
Aren't MMOs the kings of hp bloat for lategame?
I don't recall late game Mass Effects just dealing with hp bloat.
My main problem with AAA game designers in general is that they're inordinately focused on the early-level, first-few-hours, gotta-get-that-high-Metacritic-score experience. They front-load all of their good design decisions on things that are relevant to the early game, and neglect the late game experience.
It's an approach which is particularly destructive in RPGs, which are supposed to feature character advancement as a major element. At this point, I'm afraid that many designers don't even know HOW to create a satisfactory late game experience. They just bloat hit points and call it a day.
Fake edit: Actually, there's probably one breed of designers who do know how to do the late game - MMORPG designers.![]()
They are just on reversed polarity. The late game dungeons and tricky and hard raids are awesome, but everything else from level 1 to -1tillMaxLevel is something you just want to rush to get to late game, because shit is boring, all your stuff you get inbetween is useless, and your friends and clan members are already max level.Atually, there's probably one breed of designers who do know how to do the late game - MMORPG designers.![]()
My main problem with AAA game designers in general is that they're inordinately focused on the early-level, first-few-hours, gotta-get-that-high-Metacritic-score experience. They front-load all of their good design decisions on things that are relevant to the early game, and neglect the late game experience.
David Gaider wrote up a sample design doc for a side quest, in addition to explaining the process behind it, if you want to see how Bioware does those http://dgaider.tumblr.com/post/67130771725/game-writing-nuts-and-bolts-part-4
So much cinematic and dialogue reactivity but no actual gameplay. Though as he says, not every quest in a RPG needs gameplay attached to it. DA2 could have used less of it.
Not to mention how thanks to innovative and advanced dialogue wheel mechanics that already castrated dialogue is reduced to herp derp state to match target audience's IQ.What concerns me is stuff like dialogue budgets. It must be a nightmare to want to tell a story but have someone who says "you can only have 50 lines of dialogue for this quest, because we have to voice-act and animate all of it." That really cuts down on options and leads to much more generic dialogue since lines have to be written in such a way as they can be reused and won't directly reflect choices the player made.
What concerns me is stuff like dialogue budgets. It must be a nightmare to want to tell a story but have someone who says "you can only have 50 lines of dialogue for this quest, because we have to voice-act and animate all of it." That really cuts down on options and leads to much more generic dialogue since lines have to be written in such a way as they can be reused and won't directly reflect choices the player made.
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That's so perectly linear it could be used as a templates for all biowhore quests...oh, wait, it already does!
What concerns me is stuff like dialogue budgets. It must be a nightmare to want to tell a story but have someone who says "you can only have 50 lines of dialogue for this quest, because we have to voice-act and animate all of it." That really cuts down on options and leads to much more generic dialogue since lines have to be written in such a way as they can be reused and won't directly reflect choices the player made.
I don't think that should be a problem. CDPR expanded initial dialogue for some of TW2s quests. No regard for budget has been observed.
Yeah. I would be surprised if a typical CDPR employee got more than 6000 to 8000 PLN salary, and that translates to ~$1900 to $2500, which is pennies from western perspective.CD Projekt have potato budgets but sell their games for Western prices. This is the reason why they can do a lot of the things they they do.
Brother None has told me that during the development of Witcher 2 CDPR may have had lower operating costs than inXile (lol)