Sensuki
Arcane
Oh the L1, L2, L3 caches?
Yeah they didn't teach us anything about working with those at my uni, unfortunately.
Yeah they didn't teach us anything about working with those at my uni, unfortunately.
they're talking about fundamental cpu architecture.. this is as common-demoniator as it gets.
As it happens, Avellone is currently the creative lead on a new project. The precise makeup of his workday changes from month to month, but lately he’s designed lore and background material for a new fantasy world - conceiving environments and coming up with companions.
“I’m not writing for a publisher right now,” he thought. “So I can write about subjects we’re normally not allowed to. What’s interesting about the world of Eternity that I think these two companions could have something to say about?”
In the end, Avellone went too far even for his colleagues at Obsidian - those characters won’t appear in the game as he originally intended.
Why was this cut again?At a specific level, in Eternity, the original premise of the companions I wrote (Durance and the Grieving Mother) was unpeeling the layers and discovering what they were at the core – unpeeling these layers involved slipping stealthily into their unconscious, a dungeon made out of their memories. There, the player could go through an adventure game-like series of interactions, exploring their memories using psychological items important to both your character and to them as emotional keys to thread your way through the memories – but carefully, without revealing your presence. The memory dungeon was to uncover their shared history, how it impacted you, and the core of who they were as people.
And their core was pretty unpleasant. Both of them were very bad, very weak people, committing not only violations on each other, but on the player as well. When faced with the discovery that your allies, even if they fiercely support you and fight for a larger cause, have some pretty horrid faults, what do you do? Do you pass sentence? Do you forgive? Do you assist them to reach an understanding? And what I found more interesting with the spiritual physics in the Eternity world is that a death sentence isn’t a sentence – killing someone actually sets a soul free to move on to the next generation. So if you intend to punish someone in a world like that, either out of revenge or to correct their behavior, how do you do it when execution is not an answer?
The elements above got stripped out of the companions in the end, so I’m happy to share it here (and I may re-examine it in the future). Overall, I thought they raised interesting questions for the player to chew on, and it was interesting to explore those themes, as most game narratives and franchises wouldn’t allow for such examinations – still, Eternity was intended to be a more personal project for Obsidian where we can stretch our narrative legs more, both in structure and themes.
ewwI fanboy over (...) David Gaider
Devs interviewing devs. What has the world come to?MCA interview by Logic Artists' Jonas: http://www.xp4t.com/interview-with-the-devs-chris-avellone/
Devs interviewing devs. What has the world come to?MCA interview by Logic Artists' Jonas: http://www.xp4t.com/interview-with-the-devs-chris-avellone/
Devs interviewing devs. What has the world come to?MCA interview by Logic Artists' Jonas: http://www.xp4t.com/interview-with-the-devs-chris-avellone/
At least he isn't interviewing himself... yet.
MCA said:I fanboy over Mary DeMarle, Susan O’Connor, Richard Dansky, Stever Jaros, and David Gaider
I wonder how much of Human Revolution's narrative absolutely falling apart DeMarle is actually responsible for?MCA said:I fanboy over Mary DeMarle, Susan O’Connor, Richard Dansky, Stever Jaros, and David Gaider
That's..
I wonder how much of Human Revolution's narrative absolutely falling apart DeMarle is actually responsible for?
Why was this cut again?At a specific level, in Eternity, the original premise of the companions I wrote (Durance and the Grieving Mother) was unpeeling the layers and discovering what they were at the core – unpeeling these layers involved slipping stealthily into their unconscious, a dungeon made out of their memories. There, the player could go through an adventure game-like series of interactions, exploring their memories using psychological items important to both your character and to them as emotional keys to thread your way through the memories – but carefully, without revealing your presence. The memory dungeon was to uncover their shared history, how it impacted you, and the core of who they were as people.
And their core was pretty unpleasant. Both of them were very bad, very weak people, committing not only violations on each other, but on the player as well. When faced with the discovery that your allies, even if they fiercely support you and fight for a larger cause, have some pretty horrid faults, what do you do? Do you pass sentence? Do you forgive? Do you assist them to reach an understanding? And what I found more interesting with the spiritual physics in the Eternity world is that a death sentence isn’t a sentence – killing someone actually sets a soul free to move on to the next generation. So if you intend to punish someone in a world like that, either out of revenge or to correct their behavior, how do you do it when execution is not an answer?
The elements above got stripped out of the companions in the end, so I’m happy to share it here (and I may re-examine it in the future). Overall, I thought they raised interesting questions for the player to chew on, and it was interesting to explore those themes, as most game narratives and franchises wouldn’t allow for such examinations – still, Eternity was intended to be a more personal project for Obsidian where we can stretch our narrative legs more, both in structure and themes.
ewwI fanboy over (...) David Gaider
What? He took it upon himself to re-write Alpha Protocol and said the publisher never had any problems with the story.Obviously who the lead designer is and what the company dynamics are greatly affect/restrict writers' output. When MCA was given full creative control, we got PST. When he had to work within the constraints of an overall goal, we got Alpha Protocol.