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Josh Sawyer Q&A Thread

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Jan 21, 2023
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That was probably something they did on their spare time, so to speak.

I don't believe that for a second. They were paid their salaries just like they always are. They aren't working at some small independent company living on subsistence wages until release and only then paid commensurately with the success of the title.
What I meant is that Josh probably used some dead time to gather some Obsidian employees to work in his game while others were being developed.
 

Roguey

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Black Hound needing more than 3 years and Aliens not even being close to finished after 2.5 (despite Feargus's claims to the contrary) was certainly bad.
 

Artyoan

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Jan 16, 2017
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I don't disagree with what he's saying there. Not a fan of threshold checks though. I've said before that manual saving is the root of the problem. A crpg can have a dark souls style death system to accommodate automatic saving and push back on the player desire to make the perfect playthrough from save scumming.

It would just require not having a buggy game and being very clear about what dialogue/choice actually entails, even if the full consequences are unknown, so as to not frustrate the player too much.
 

IHaveHugeNick

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Who the hell reloads a save to pick different choices, is that how your grandpa would play an RPG you fucking zoomers? No he would ride it out his choices while buttfucking grandma in the ass.
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
I would rather the enemies miss me than grazed since getting HP back can be a pain in DnD. Death by thousand grazes.
 
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Josh namedrops Souls but he forgets that those games are infamous for not communicating things to the player. That came as a necessary change in Elden Ring, but even then, the feedback you're given is partial, and players know that, because they know the game itself is unreliable in this regard. You don't care about failing in Souls games because you might not even know you're failing. In traditional D&D games, PoE and New Vegas you're given an entire database of information about the percentages, dice rolls, effects and the like. You know you're going to fail. You know failing a quest is a mini game over. Some game designer infamously said that a game over screen is a failure of game design, and it was criticized because it was said in a context of gameplay being dumbing down, but in a way I feel this applies to the Souls philosophy. The only real game over is when the player dies. Failing a quest or not means that you'll miss out on something or other, yes, but that's only one more tool in a world of other tools you have at your disposal. And this approach also invites experimentation, unlike New Vegas, where you want to get those 100 speech points because fighting Lanius is a PITA in this gamebryo thing.
 

Roguey

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And this approach also invites experimentation, unlike New Vegas, where you want to get those 100 speech points because fighting Lanius is a PITA in this gamebryo thing.
On one playthrough I just snuck over and popped him in the head no problem.
 

scytheavatar

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Sep 22, 2016
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Josh basically advocating the destruction of role playing in CRPG.
 

Butter

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Deadfire had an interesting approach with skills, where you'd get two points each level, one of which was limited to roleplaying checks in dialogue. So every character would have the opportunity to do a Bluff/Diplomacy/Streetwise or whatever, without having to sacrifice combat effectiveness. I don't see why this approach couldn't be used in other games, and it would seem preferable to destroying attributes.
 

Artyoan

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Jan 16, 2017
Messages
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Separating attributes from skills checks and crafting/professions is what I would do, mostly.

Also, each level of an attribute would have an associated trait so that selecting attributes isn't just statistical upgrades but a basic defining feature of your character's capabilities. Traits have always been the most interesting part of character creation because they defy easy comparisons and affect gameplay decision making more.
 

ropetight

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Josh basically advocating the destruction of role playing in CRPG.
While you do your due dilligence and separate attributes from skills, be sure to implicitly split almost every class into two of tank/damage-dealer/buff-caster subclasses to completely undo whatever meaning classes have.
Like Josh did.
 

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