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Josh Sawyer Q&A Thread

Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Kingmaker shipped utterly broken; more broken than a Troika game by far. I
You realize that's what this entire discussion is about, right? That devs can release far more broken games now and get away with it?
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,705
Kingmaker shipped utterly broken; more broken than a Troika game by far. I
You realize that's what this entire discussion is about, right? That devs can release far more broken games now and get away with it?
Bioware also got away with it when they released Baldur's Gate 1 and 2 and Neverwinter Nights and Bethesda with Daggerfall and Morrowind.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Kingmaker shipped utterly broken; more broken than a Troika game by far. I
You realize that's what this entire discussion is about, right? That devs can release far more broken games now and get away with it?
Bioware also got away with it when they released Baldur's Gate 1 and 2 and Neverwinter Nights and Bethesda with Daggerfall and Morrowind.
BG1 & 2 were nowhere near as buggy as Troika's games.
Bethesda has always gotten a pass because, come on, just look at Todd's smile.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,705
Kingmaker shipped utterly broken; more broken than a Troika game by far. I
You realize that's what this entire discussion is about, right? That devs can release far more broken games now and get away with it?
Bioware also got away with it when they released Baldur's Gate 1 and 2 and Neverwinter Nights and Bethesda with Daggerfall and Morrowind.
BG1 & 2 were nowhere near as buggy as Troika's games.
Bethesda has always gotten a pass because, come on, just look at Todd's smile.
Scripting Changes in Version 1.1.4312 and 1.1.4315:

- Lothander subplot has been clarified. Dialogue has been changed to
make the plot more easily understood.
- The Gatewarden will now initiate dialogue only with the protagonist.
- All scripts have been refined in the Belt and Liia scene.
- The Skeleton Warrior's toughness has been reduced.
- You now get more XP for killing Shlumpshathe.
- Nikolai has been moved to improve his ability to intercept the player.
- Ragefast will now initiate dialogue with the player.
- Ramazith will now initiate dialogue with the player.
- The journal entry for Brielbara's quest now lists the
rendezvous point.
- Chloe's plot has been changed slightly.


Bugs fixed in Version 1.1.4312 and 1.1.4315:

- Baldur's Gate now checks the cache size, and gives a warning if the
user is running out of hard disk space.
- Baldur's Gate checks the Hard Drive for space before saving games.
The game will give a warning if the user is running out of disk space.
- The script compiler now works.
- The crash that was occuring after some players pressed ESC to exit the
World Map has been fixed.
- The following Assertion Failure was fixed: "An Assertion Failed in
D:\Dev\Baldur\ObjAnimation.ccp at line number 13665. Programmer says:
Bad Terrain code used in search code map for area."
- The following Assertion Failure was fixed: "An Assertion Failed in
D:\Dev\chitin\chnetwork.cpp at line number 463. Programmer says: que
messages corrupted."
- The following Assertion Failure was fixed: "An Assertion Failed in
D:\Dev\Chitin\CnNetwork.cpp at line number 463. Programmer says:
CnNetworkwindow."
- The following Assertion Failure was fixed: "An Assertion Failed in
D:\Dev\Chitin\CnNetwork.cpp at line number 7936. Programmer says:
Uncompress in network layer failed."
- The following Assertion Failure was fixed: "An Assertion in
D:\Dev\chitin\CnNetwork layer failed."
- The random Jovial Juggler crashes have been fixed.
- The maximum number of portraits that Baldur's Gate will acknowledge
in your Portraits directory is 255. This fixes a crash bug.
- The multiplayer crash that would occur if you were watching another
client's character when that character was killed in a separate area
has been fixed.
- The hard lock which occured when saving a game after having deleted
save games on the save game screen has been fixed.
- A bug involving general weirdness after the main character was killed
by magic missles which travelled through an area transition to kill
the character has been fixed.
- The bug in which dual classed mages cast spells at the lower of their
two levels has been fixed.
- A lockup which occured when the "eject" button is pressed on a
Creative 2x DVD has been fixed.
- Characters will no longer get stuck when flooding cloakwood mines.
- The bug in which Garrick would block the stairs to the Burning
Wizard after being rejected, and following a party based area
transition, has been fixed.
- An intermittent bug which prevented Imoen from being resurrected has
been fixed.
- Gandolar Luckyfoot's dialogue chain has been fixed.
- Several minor text errors have been fixed.
- An incidence of Biff the Understudy showing up when dealing with
Viconia and the Flaming Fist Soldier has been fixed.
- You can no longer turn both Viconia and the Flaming Fist Mercenary
hostile.
- Dual class characters no longer gain 1 hp every level until reaching
previous level +1. They now get none, as they are supposed to.
- A major text error in the Journal entry recieved from the Nymph
which stated "Ragefast's home is just West of the Hall of Wonders,"
has been changed to correctly refer to it as "...Northeast..."
- You can no longer return Brage to the temple and then return later
and kill him without penalty.
- You can no longer attempt to join the bandits after having routed
the bandit camp.
- Importing 2nd or higher level characters with stats only works
correctly now.
- The price for drinks now works correctly.
- The SITT Panel in the Temple of Helm is no longer incorrectly named as
Alvahendar's Healing and Sundries.
- Yeslick will no longer complain if the player has flooded the mines
in Chapter 4.
- A bug with the Shadow Armor was fixed.
- Characters will no longer become trapped on different floors in the
Duchal Palace.
- Color Spray should no longer affect the caster under any
circumstances.
- +1 Bolts are now correctly shaded red for Clerics to indicate that
they are not usable due to class restriction.
- The area map for the small warehouse near the Nashkel mines has
been replaced with the correct map.
- The crash bug associated with save games in 1.1.4312 was fixed.

New in this version:

  • Fixes the NPC "X appears busy" bug associated with Win2K and WinXP.
Already fixed in the previous patch version:

  • Corrects the BG2 Windows Registry entries set by the original BG2 installation. This will happen during the installation of the patch.
  • Fixes crashing issue with ATI video cards in 3D/OpenGL mode.
  • Bgconfig.exe - Corrects the problem with inadvertently changing the cache size.
  • Game can now read save games with read-only flag and they do not show up in save list so you can not overwrite them.
  • You can now open containers in stores where the storekeeper will not buy anything from you.
  • Temples now allow you to purchase heal spells when you are blinded.
  • Monks now suffer from non-proficiency penalties.
  • Monks can no longer attack the same number of times per round armed as unarmed.
  • Fixed importing characters when the character portrait was not available.
  • Fix to familiars moving between areas. Specifically this fixes releasing familiars after dream sequences.
  • Fixed re-choosing mage kit during character creation.
  • Animation changing while walking doesn't drop path as often now. Specifically with some items and being changed to a drow.
  • Added baldur.ini option to disable sound.
    [Program Options]
    Disable Sound=1
  • Can now read cache settings above 999 Megs and minimum cache size is now enforced at 150 Meg.
  • Fixed a rare bug with True Sight causing some games to crash on load.
  • In multiplayer, host can no longer force clients with characters you do not control to open their bags.
  • Journal time format is now consistent with game clock time format.
  • The bug where mages, thieves, sorcerers, and bards weren't getting their CON hp bonus when going from level 9 to 10. This fix will affect all characters to be created, as well as affect all currently afflicted characters.
  • Fixed Nishruu draining charges could wrap item's charges to 65000. This also caused these items to be sold for millions of gold pieces.
  • Fixed major bug with Nishruus eating item w/o charges (familiars, weapons, etc.)
  • Fixed bug with using Stone to Flesh didn't restore the Dead Global correctly. Fixed the problem some where having with Anomen's quest not starting.
  • Fixed bug with using charm to restore party members means they could never talk again.
  • Fixed problem with saving a trap that would cause it to detach from the party therefore no XP.
  • Fixed bug with creating 2 kits in a row lead to menu inconsistency (having to hit done twice after picking a class) in multiplayer.
  • Fixed first time run message for config program reruns even if you have run config already.
  • Fixed bug with importing a character whose portrait doesn't exist caused level up to be applied twice.
  • Fixed bug with dream sequences (familiars got stuck in wrong area).
  • Fixed Multiplayer - client set scripts weren't saved between areas.
  • Fixed Multiplayer - Running back and forth, being chased by a monster in an area – monster changed to Biff the understudy.
  • Fixed DialogueInterrupt (flag) was not broadcast to clients.
  • Fixed bug with Yoshimo script not changing correctly.
  • Fixed Polymorphed characters losing their path.
  • Fixed bug with Dual classed Bounty Hunters being able to use skills even if inactive class.
  • Fixed problem with Copper Coronet guard blocking doorway.
  • Fixed bug in Planar Sphere showing the wrong text when failing to make Ring of Wizardry.
  • Fixed if inventory was full when finishing the 12 riddles as the Statue of Riddles, the item dropped inside with the Statue and could not be retrieved. It now drops outside.
  • Fixed bug with player losing the thieves guild, paying Renal Bloodscalp to regain it and it was immediately lost again.
  • Fixed problem with Anomen quest not starting when he enters AR0903 (Radiant Heart).
  • Fixed Cursed Berserker sword causing inability to save.
  • Fixed final battle with Bodhi when she turns into the bat, which if killed, caused the loss of the quest item.
  • Fixed rare bug caused by regaining control of a charmed character with the collars in the Underdark.
  • Fixed rare bug with Malachai getting into a dialogue loop if you talked to him before killing Bodhi.
  • Fixed movement bug with various party members only moving a few steps instead of going to their destination.
  • Fixed THAC0 and number of attacks bug with Monks.
  • Fixed 'stutter' bug with Aerie (stopped walking, not attacking, etc.)
  • Fixed inventory duplication in bag of holding.
  • Fixed Cloak of Reflection crash in multiplayer.
And that's just what they could be bothered to fix. Plenty more bugs in the unofficial patches.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,705
BG1 & 2 were not as or more buggy than Troika games. I'm not even going to debate this.
How can this even be accurately quantified? What matters to me (and I imagine most people) is the severity of the bug. Gamestoppers and crashes are of critical priority. Both Bioware and Troika had a few of those, and they fixed them. A lot of lower priority bugs remained unfixed, which is true for pretty much every RPG. I don't think it matters at all if one game may or may not have more unfixed low-priority bugs than another; a lot of this stuff even goes unnoticed by most.
 

soulburner

Cipher
Joined
Sep 21, 2013
Messages
843
Pretty cool that Deadfire became profitable. Say what you want, but I would like to see a PoE 3 one day. Just change the engine or fix the insane loading times. Entering new maps should be instantaneous.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Anyone have any data on long-term sales of games by genre? I get the feeling that RPGs have far less of a dropoff in sales than most other genres.
 
Self-Ejected

Dadd

Self-Ejected
Joined
Aug 20, 2022
Messages
2,727
RPGs are the new FPS. People who like to make believe eat that shit up.
 

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,334
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
Anyone have any data on long-term sales of games by genre? I get the feeling that RPGs have far less of a dropoff in sales than most other genres.

Steam, GOG, etc can have some sales statistics but most likely wont share it :-P.

Steamspy has owner data and tell you owners but most likely but you'd need to pay. Their API doesn't give any owner data over time.

Might be possible to scrape/retrieve user review data which give review count over time and compare how the deltas for RPG reviews change compared to reviews for other categories.
 

Ryan muller

Educated
Joined
Oct 10, 2021
Messages
437
BG1 & 2 were not as or more buggy than Troika games. I'm not even going to debate this.
How can this even be accurately quantified? What matters to me (and I imagine most people) is the severity of the bug. Gamestoppers and crashes are of critical priority. Both Bioware and Troika had a few of those, and they fixed them. A lot of lower priority bugs remained unfixed, which is true for pretty much every RPG. I don't think it matters at all if one game may or may not have more unfixed low-priority bugs than another; a lot of this stuff even goes unnoticed by most.
You cant honestly argue against it.

Bg 1 and 2 could be entirely completed without manor issues even on their first version

Arcanum were so damn buggy and badly scripted that you could get hardlocked because you ve choosen a background that wouldnt let the player use magical items.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,621
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.tumblr.com/jesawyer/699226458761150464/hello-i-recently-played-pillars-of-eternity-ii

destinybladez asked:
Hello, I recently played Pillars of Eternity II Deadfire again and I was wondering whether Ukaizo was always supposed to be just those two-three fights in one area and then that confrontation with Eothas? Given the importance of Ukaizo in the setting I would have expected that we would get to see some of the city before reaching Eothas. was there something cut or was it always supposed to be like that?

There are a lot of places in Deadfire where I overcompensated for criticism to something in Pillars of Eternity. Ukaizo and the Guardian are prime examples. A fair number of people complained that the pacing of the last third of Pillars of Eternity felt off. Specifically, Twin Elms was quite long overall and Breaith Eaman was a pretty big dungeon punctuated by a tough boss fight that many people felt was an unreasonable difficulty spike.
For that reason, I designed Ukaizo to be brief and the Guardian battle to be avoidable. You can't usually avoid the fight with the faction rival, but those fights are designed to be easy; they're not "really" supposed to feel challenging.
There's also some weird scripting that makes the alliance with the water dragon automatically skip the Guardian fight -- which may not be what the player wants.
In retrospect, I think it would have been nice to see more of Ukaizo and to tune the Guardian/rival faction fights and conditions more. We just ran out of time.

https://www.tumblr.com/jesawyer/699322059617124352/several-portraits-in-deadfire-are-based-on

softcoregamer asked:
Several portraits in Deadfire are based on developers (Talfor, Jacob Harker, etc) did the developers who were used decide which characters they'd be used for?

I don't think it was a formal process. It was more ad hoc as we went. I think we asked people if they wanted to be used for portraits and if so, they could put a picture into a folder for the artists to use. The artists would use that folder as a grab bag for NPCs they needed to illustrate. I didn't pick Talfor; an artist (Matt, I think) just chose my picture to use as the basis of the portrait.
 
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Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,621
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.tumblr.com/jesawyer/699570715403370496/hi-josh-ive-been-trying-to-transition-into

selkiesun asked:
Hi Josh, I've been trying to transition into narrative design for a couple of years now and I find that most posted jobs are for Leads. Very few roles for Juniors ever come up, and tbh it usually feels like they're just there to facilitate internal hires. I know you're not a hiring manager, and I know you can only speak to practices at your own company, but do you think it's worth it for Juniors to send in a resume unprompted to a company they're very interested in? I'm honestly struggling to come up with other possibilities as a marginalized person now that Twitter networking might be going the way of the dodo...

I think that if there are no listing for narrative designers, I wouldn't send applications as a rule. There may very well be no positions open, and sending unprompted resumes and getting no response or a bunch of "no open positions" responses could be demoralizing.
If there are one or two companies you're really interested in, I don't think it would be bad to send in your resume, but it still might be demoralizing.
What I would say is if you see postings for intermediate/staff-level writers, apply to those even if you don't have the listed experience. I'm not going to say you have a good chance of getting the job, but sometimes intermediate positions don't get filled for a while and the goalposts shift to one or more junior/associate positions.
Also, if/when junior/associate positions open, if your resume is already somewhere in the stack, there's a chance a hiring manager might hit you up because someone actually laid eyes on it during the last round.
Sorry it's rough right now. Good luck.

https://www.tumblr.com/jesawyer/699570757601263616/is-there-any-piece-of-existing-media-that-you

manzo-the-saw asked:
Is there any piece of existing media that you would be actively excited to do franchise work for (regardless of legal feasibility), even now that your studio has enough oomph to just use its own IPs?

I don't really think so, no. I wouldn't rule it out but that's not what interests me at this point in my career.
 
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