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- Jan 28, 2011
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I disagree. Not being able to flirt with Safiya would have been very odd to me. History's already repeating itself in other ways so why shy away from that particular aspect of it?As much as I like MotB and as proud as I am of it, it didn't need the romances.
I don't mind flirting and I don't equate it with romance.I disagree. Not being able to flirt with Safiya would have been very odd to me. History's already repeating itself in other ways so why shy away from that particular aspect of it?As much as I like MotB and as proud as I am of it, it didn't need the romances.
There was nothing wrong with Safiya. It made sense given the circumstances and it didn't get gross. Gann was superfluous, sure.I don't agree with Josh Sawyer all the time, but on this point he and I see eye to eye. The only game to have done romance right was Tim Schaeffer's Full Throttle.
As much as I like MotB and as proud as I am of it, it didn't need the romances.
From a DEVELOPER point of view though, I found it FASCINATING because George Zeits and Chris Avellone, two master writers, worked, discussed, disagreed, and collaborated on a lot of the character dialogues and romances.
Chris I think had a lot more in common with Josh, and George probably a lot more with Gaider. In the end, they both learned something from each other.
That's pretty much the extent of it though? You have back and forth banter here and there throughout the game, then when you're about to enter the Betrayer's Gate she asks what you're doing later and if you think your feelings are the result of her being an aspect of the Founder and the PC having Akachi within him. Then she helps you in your dreamscape; her presence by itself would be odd if not for the link you established at the gate but her not being there would feel anticlimactic considering her stake in the matter.I don't mind flirting and I don't equate it with romance.
That's pretty much the extent of it though? You have back and forth banter here and there throughout the game, then when you're about to enter the Betrayer's Gate she asks what you're doing later and if you think your feelings are the result of her being an aspect of the Founder and the PC having Akachi within him. Then she helps you in your dreamscape; her presence by itself would be odd if not for the link you established at the gate but her not being there would feel anticlimactic considering her stake in the matter.I don't mind flirting and I don't equate it with romance.
Oh sure there's a marriage in the epilogue, but that's an epilogue.
They want to write them, and Bioware hires writers who want to write them. Patrick Weekes wrote this thing ages ago.
They want to write them, and Bioware hires writers who want to write them. Patrick Weekes wrote this thing ages ago.
Wow. This pathetic reply to Sawyer's post makes it so fucking clear to me why i love Obsidian and can't stand Bioware's practices. Just about all of them. This shit from Weekes resembles an insecure child trying to somewhat aggressively "argue" with a thought-through and mature post. Truly fucking pathetic.
You sound biased.Going back to the OP for a moment. It is interesting that a lot of people are able to intuit how much effort and planning was put forth in a kickstarter. VD talk all he wants about how Obsidian told us more actual info than InXile did, but it was still clear on some level that Fargo had a firmer idea on what his game would be (he just didn't tell us).
Oh really? You know what Fargo knew? That it will be similar to Wasteland 1, it will have similar skills and combat. That's it!but it was still clear on some level that Fargo had a firmer idea on what his game would be (he just didn't tell us).
I hope you're intuitive enough to realize that these are two very different and unrelated things. Besides, did anyone doubt it? First, it's a sequel (established setting and gameplay), second, Fargo tried pitching it over years, so he clearly put in a lot of thoughts into it, whereas Obsidian was merely testing the waters and hitting the goal in a day had caught them unprepared (which should have been clear to anyone).Going back to the OP for a moment. It is interesting that a lot of people are able to intuit how much effort and planning was put forth in a kickstarter. VD talk all he wants about how Obsidian told us more actual info than InXile did, but it was still clear on some level that Fargo had a firmer idea on what his game would be (he just didn't tell us).
My point was that once Obsidian realized that their KS is a multi-million dollar one, they started pumping out info regularly and are still very open about it. Fargo isn't, which means that he doesn't want to and nothing else.
Plenty of people argued here and elsewhere that Obsidian's pitch wasn't put together in a few days, and they had spent time on it.I hope you're intuitive enough to realize that these are two very different and unrelated things. Besides, did anyone doubt it? First, it's a sequel (established setting and gameplay), second, Fargo tried pitching it over years, so he clearly put in a lot of thoughts into it, whereas Obsidian was merely testing the waters and hitting the goal in a day had caught them unprepared (which should have been clear to anyone).
My point was that once Obsidian realized that their KS is a multi-million dollar one, they started pumping out info regularly and are still very open about it. Fargo isn't, which means that he doesn't want to and nothing else.
Plenty of people argued here and elsewhere that Obsidian's pitch wasn't put together in a few days, and they had spent time on it.
When you first announced the Kickstarter, you didn't really give any details. Was that a deliberate strategy, or where you actually making it up as you went along?
CA: To be honest, we had been working on elements of the title only a short time before the Kickstarter started, so there weren't actually that many details to reveal. We did have design time over the course of the Kickstarter to discuss those design ideas, we had design meetings, proposed the classes, discussed the system stuff.
There wasn't a huge extensive design doc before we started. There were just some basic principles for the kind of game we wanted to make, and then it just kind of developed over the course of the Kickstarter.