I don't know... i see signs of goodness in that. If DA:I companions say nothing other than AAAAGH, it would be compaired to Meril or Fenris.I'm speechless...
You're bunch of whiny bitches. 1. It's an interview for some mainstream shit, so I'm pretty sure it was like: "Al right Mike, you've got 1 minute/few sentences for your answers..." 2. He is obvously speaking from design point of view. Regarding design philosophy, Torment actually is about different solutions, focusing on non-combat gameplay mechanics, original, over the top characters etc. And when Laidlaw talked about Torment really bringing those stuff to the table, IMO he's just praising it for outstanding execution.
It's brief and shallow, but c'mon...
OBVIOUSLY!You're bunch of whiny bitches. 1. It's an interview for some mainstream shit, so I'm pretty sure it was like: "Al right Mike, you've got 1 minute/few sentences for your answers..." 2. He is obvously speaking from design point of view. Regarding design philosophy, Torment actually is about different solutions, focusing on non-combat gameplay mechanics, original, over the top characters etc. And when Laidlaw talked about Torment really bringing those stuff to the table, IMO he's just praising it for outstanding execution.
It's brief and shallow, but c'mon...
And stupid, and dumb, and insulting in a way, and obviously abusing the Planescape name.
OBVIOUSLY!
Gaider uses Planescape as a part of the PR department strategy, showing no undersanding of the game... burn him!
Gaider dislikes Planescape... What a cunt!
Gaider breathes... who gives a shit, wouldnt mind if that stopped tho
All of this is justified by the way.
Gaider uses Planescape as a part of the PR department strategy, showing no undersanding of the game... burn him!
The interview was with LaidlawGaider likes Planescape... burn him!
Gaider dislikes Planescape... burn him!
Gaider breathes... burn him!
All of this is justified by the way.
Instead of learning from PS:T and making their own games better they follow the . It is... well, the definition of insanity.It's funny that BioWare devs constantly praise PST and its design, but they doesn't to seem to learn anything from it. For example, compare superbly written companions in Torment and inane 'companions' in games like DA2 or ME3.
The interview was with LaidlawGaider likes Planescape... burn him!
Gaider dislikes Planescape... burn him!
Gaider breathes... burn him!
All of this is justified by the way.
Just like the games they make?The interview was with LaidlawGaider likes Planescape... burn him!
Gaider dislikes Planescape... burn him!
Gaider breathes... burn him!
All of this is justified by the way.
They're interchangeable.
In fact i kinda agree with her. Bioware's direction(and Gaider's various comments) makes me believe that they want to make a PS:T but are simply incompetent to do it right.OK, in about two hours Roguey is going to show up in this thread and explain how BioWare actually DID follow PS:T by making KOTOR more companion interaction oriented, etc, as compared with Baldur's Gate/NWN.
That is a strange thing for him to praise because he said that the win-button nature of the persuasion skill was the reason why it was cut from DA2 and replaced with special tone options and companion call-ons.
That is a strange thing for him to praise because he said that the win-button nature of the persuasion skill was the reason why it was cut from DA2 and replaced with special tone options and companion call-ons.
http://www.gamespot.com/features/dragon-age-ii-final-thoughts-6305575/?page=4That is a strange thing for him to praise because he said that the win-button nature of the persuasion skill was the reason why it was cut from DA2 and replaced with special tone options and companion call-ons.
Holy crap, really? Can you find a source for that?
ML: The removal, such as they were, was really the skills. My opinion of the Origins skills is that they were a little vestigial. They were there, and they certainly served their purpose in terms of putting points into crafting, and as a result of putting points in crafting, I can now make cooler things. That's very good, but the problem is, because we're providing a party where you can have a B team--to use the old Final Fantasy terminology--you could have Oghren as a master herbologist, mixing together all of your potions at camp rather than having you feel like you're making a meaningful sacrifice. You just have a character you simply didn't use who covered that base for you. Again, looking at that, we thought that really wasn't rewarding. It's more just kind of a pain. Survival being not exactly the most compelling skill and persuade being one that I personally felt was never particularly strong simply because it's an abstraction of natural charisma, which we in turn tried to turn it into, "OK, did you bring the right follower with you? Do you have the right personality to pull this off?"
http://www.gamespot.com/features/dragon-age-ii-final-thoughts-6305575/?page=4That is a strange thing for him to praise because he said that the win-button nature of the persuasion skill was the reason why it was cut from DA2 and replaced with special tone options and companion call-ons.
Holy crap, really? Can you find a source for that?
ML: The removal, such as they were, was really the skills. My opinion of the Origins skills is that they were a little vestigial. They were there, and they certainly served their purpose in terms of putting points into crafting, and as a result of putting points in crafting, I can now make cooler things. That's very good, but the problem is, because we're providing a party where you can have a B team--to use the old Final Fantasy terminology--you could have Oghren as a master herbologist, mixing together all of your potions at camp rather than having you feel like you're making a meaningful sacrifice. You just have a character you simply didn't use who covered that base for you. Again, looking at that, we thought that really wasn't rewarding. It's more just kind of a pain. Survival being not exactly the most compelling skill and persuade being one that I personally felt was never particularly strong simply because it's an abstraction of natural charisma, which we in turn tried to turn it into, "OK, did you bring the right follower with you? Do you have the right personality to pull this off?"
Yep, a character with high wisdom in Torment actually feels more like a type of personality (with drawbacks in other fields) than character with "win button"...http://www.gamespot.com/features/dragon-age-ii-final-thoughts-6305575/?page=4That is a strange thing for him to praise because he said that the win-button nature of the persuasion skill was the reason why it was cut from DA2 and replaced with special tone options and companion call-ons.
Holy crap, really? Can you find a source for that?
ML: The removal, such as they were, was really the skills. My opinion of the Origins skills is that they were a little vestigial. They were there, and they certainly served their purpose in terms of putting points into crafting, and as a result of putting points in crafting, I can now make cooler things. That's very good, but the problem is, because we're providing a party where you can have a B team--to use the old Final Fantasy terminology--you could have Oghren as a master herbologist, mixing together all of your potions at camp rather than having you feel like you're making a meaningful sacrifice. You just have a character you simply didn't use who covered that base for you. Again, looking at that, we thought that really wasn't rewarding. It's more just kind of a pain. Survival being not exactly the most compelling skill and persuade being one that I personally felt was never particularly strong simply because it's an abstraction of natural charisma, which we in turn tried to turn it into, "OK, did you bring the right follower with you? Do you have the right personality to pull this off?"
He says Persuasion wasn't strong because it was an abstraction, not because it was a "win button". Can you do better?