Sensuki
Arcane
Pretty good interview, but even better answers from the designers.
The Torment guys really put phucking effort into interviews hey
The Torment guys really put phucking effort into interviews hey
Interesting that you call not catering to everyone a bullshit platitude
A platitude is a platitude exactly because it's so obvious it doesn't even need to be uttered. What I'm saying is that he contradicts himself.
Tell me, what is this:
Combat designed for people who like combat, conversations designed for people who like conversations, explorable areas designed for people who like to explore.
?
Combat designed for people who like combat... who are these people? How do you decide which ones like combat and which don't? People skipping turn-based combat don't like combat? People skipping real-time combat don't like combat? People who skip it no matter what? For who you design it and how so that it's for EVERYBODY who likes combat?
Same with conversations and explorable areas.
That's why I said that, at least to me, it sounds like trying to cater to everybody... except those that umm.. don't like games so they shouldn't be mentioned in the first place.
... Kvothfuss...
"We’ve talked about the basic structure of our writing organizational approach before, so I’ll just mention that part briefly here"
eight paragraphs of stuff follow
"We’ve talked about the basic structure of our writing organizational approach before, so I’ll just mention that part briefly here"
eight paragraphs of stuff follow
If he considers that brief, it makes me wonder at the scale of the writing in the game itself.
This approach of identifying and defining multiple story themes is something we did on...Storm of Zehir
Look who's on KS:
http://www.kickstarter.com/projects/1460165270/the-name-of-the-wind-playing-cards
10,987
Backers
$554,568
pledged of $10,000 goal
6
hours to go
when the player comes across this specific settlement, there’s significant NPC reactivity if the player is carrying a bow versus a javelin versus an axe. This wouldn’t mean that the game then has to have another society that worships bows. (And in this simple example, I’d want the reactivity of the settlement to be interesting in all cases, such that there isn’t really a “right” answer.)
Look who's on KS:
http://www.kickstarter.com/projects/1460165270/the-name-of-the-wind-playing-cards
10,987
Backers
$554,568
pledged of $10,000 goal
6
hours to go
Kickstarter in a nutshell.
Kickstarter in a nutshell.
bullshitzPST... forced players to think more than they were used to.
...
And what made PST unique to me was that, instead of handing you this story on rails, it was delivered in a game where your choices actually changed things...And it all *mattered*.
Too bad about that content limit, huh?Second, we’ll have parts of the game that aren’t part of the critical path (though players may not immediately know which exactly these are), and optional content is a great place to include very difficult challenges.
Colin said it wouldn't be a time limit, ergo it's a content limit.The content limit in your imagination, you mean?
Colin said it wouldn't be a time limit, ergo it's a content limit.The content limit in your imagination, you mean?