InspectorRumpole
Prophet
- Joined
- Oct 4, 2010
- Messages
- 1,538
--fixedI've never felt more pressure to deliver in my life.
Codexian Hitmen make you feel like this
If he fails this, he has made himself a powerful enemy...
--fixedI've never felt more pressure to deliver in my life.
Codexian Hitmen make you feel like this
Guess they're going to have to help the rest of the inXile team do so...Goddamn, aside from Pavlish they're all going to have to learn to walk again...
At least they don't have to unlearn how to run down corridors, duck behind chest-high cover and pop moles.
@1:34
--fixedI've never felt more pressure to deliver in my life.
Codexian Hitmen make you feel like this
If he fails this, he has made himself a powerful enemy...
--fixedI've never felt more pressure to deliver in my life.
Codexian Hitmen make you feel like this
If he fails this, he has made himself a powerful enemy...
God damn newfags failing their lore rolls.
And what is wrong with the rest of you, why haven't you raped this cunt to death yet? Growing soft?
--fixedI've never felt more pressure to deliver in my life.
Codexian Hitmen make you feel like this
If he fails this, he has made himself a powerful enemy...
God damn newfags failing their lore rolls.
And what is wrong with the rest of you, why haven't you raped this cunt to death yet? Growing soft?
Guess they're going to have to help the rest of the inXile team do so...Goddamn, aside from Pavlish they're all going to have to learn to walk again...
At least they don't have to unlearn how to run down corridors, duck behind chest-high cover and pop moles.
@1:34
Hunted was one of best action RPGs i played last time (modern titles).
Whenever I see videos of these InXile games, I realize why I am relatively distant from all this Wasteland 2 hype.
Except it would have been a perfectly legitimate thing to say in 1995. I mean, logically, you judge people on their record. And if they don't have a record, they don't have anything to show for themselves. They may surprise you, but on what grounds can you affirm that in advance?Whenever I see videos of these InXile games, I realize why I am relatively distant from all this Wasteland 2 hype.
Whenever I hear Chris Taylor, Jason Anderson and Tim Cain talk about wanting to emulate a pen and paper RPG in a computer game, I'm all "from the hacks who made Stonekeep? You gotta be kidding me"
- 1997 calling
Except it would have been a perfectly legitimate thing to say in 1995. I mean, logically, you judge people on their record.
B-list project?
Speaking at GDC 2012, Obsidian Entertainment's Timothy Cain calls Fallout "the game that almost never was." The innovative post-apocalyptic RPG started life as a skunk works project Cain tinkered around with alone in his office. It became a franchise and an inspiration. It was almost cancelled twice.
Cain, working at game development studio Interplay, created the engine and most of the design for the game that would later spawn three direct sequels. He worked on it, by himself, noodling with the mechanics of the design and incorporating a then-popular pen and paper role-playing system created by Steve Jackson called GURPS. Later, Cain enlisted help from fellow employees at Interplay who would work with him on the game in their spare time.
Cain says producers on other Interplay games would get mad because he was distracting people from working on their games. But from the beginning he says that everyone involved knew they were working on something special.
The story of Fallout is a classic example of a new idea nurtured by a small, dedicated team working against seemingly insurmountable odds.
For six months, starting in 1994, Cain built the engine alone. He was given no money and no resources — only time — to devise what would become the backbone of Fallout.
Then he got a writer. Then an artist.
Then, slowly, over the course of the next three years, Cain assembled a team of 30 who, over pizza on late nights, built what would become one of the most influential games of its time, and one of Interplay's best-loved hits. Quality Assurance testers worked for free on weekends.
Fallout, considered a "risk" by Interplay, became a hit, leading to creation of three direct sequels including Bethesda's smash hit Fallout 3, one of the best-selling games of 2008 and winner of "Game of the Year" at the 2009 Game Developers Choice Awards. Success due in large part to the vision and style of the original game.
Almost fittingly, the Fallout team was forced to fight for its survival. The now-legendary game was threatened with extinction on three separate occasions and saved only through extreme effort on the part of Cain and his crew. And in one instance, he actually had to beg.
The first threat to Fallout's existence came when Interplay acquired the licenses to the Forgotten Realms and Planescape Dungeons & Dragons franchises. The studio immediately began planing for a raft of D&D inspired games utilizing these popular worlds, and Fallout, then considered expendable, was put on the chopping block. Cain says he literally begged Interplay executives to give his game a chance and, shockingly, they relented. Development continued.
Tim Cain's contribution to Stonekeep was critical error handling code and a chocolate chip pumpkin muffin recipe, wrong guy to blame.Fargo doesn't know anything about programming, and anything wrong with stonekeep should fall on Cain's head.
Go to hell! ACS was the shit!Ken St. Andre
You're right here - just Wasteland.Wasteland (1988), Electronic Arts, Inc.
Stuart Smith's Adventure Construction Set (1986), Electronic Arts, Inc.
pro-tip: never be optimistic.Yeah, I'm optimistic too but so far it's just "let's say exactly what our target audience wants to hear".