Way to miss the point.So a game has to have a linear narrative to have a story? Plot outline is what makes a good story? Might want to rethink that one.Any idiot - and I mean ANY idiot - would understand that when people praise the writing and the story, they praise the writing and the story in a video game.
Well at least they cut out the crying.So they cut a scene where Marburg blows up a bus full of tourists but leave the scene where Marburg blows up the museum full of tourists.
Didn't you say that Mitsoda told you personally that Sega said they wanted his design cut because it was too serious and they wanted something funnier? Early on they were making comparisons to Syrianna, and then that changed.Second, "Mitsoda writing was so bad they threw it out". I find it hard to believe, to be honest. We have a guy who's good at writing, who's been fast promoted to lead writer on TORN, was a lead writer on Bloodlines, and creative lead on AP until SEGA took over. I mentioned these positions to indicate what other people in the industry thought of him and his work. Bloodlines in particular was praised on the Codex, but now the guy is a shitty writer because some city designer says so? Seriously?
Remember that Aliens RPG had recently been cancelled. They probably needed the money pretty badly.
I fucking hope so! It just goes to show the true faces of all major publishers and how they are nothing else than present day plantation owners. I hope they panic and start messing with the developers that crowd-fund their projects because the blow-back is going to be glorious. If something like that happens, it wouldn't be a big shock if no self-respecting developer would want to have anything to do with the publishers anymore.
All publishers need to die a horrible death. This is a fact.
He never called him a shitty writer; he listed examples of writing from his draft and they were all terrible. Furthermore, he's also mentioned that the wacky character designs were always that way; none of them were redesigned. So it sounds like Mitsoda was being kinda insubordinate and trying to turn the wacky spy thriller he was tasked to write into serious business, hoping that maybe they'd see his genius and come around.Second, "Mitsoda writing was so bad they threw it out". I find it hard to believe, to be honest. We have a guy who's good at writing, who's been fast promoted to lead writer on TORN, was a lead writer on Bloodlines, and creative lead on AP until SEGA took over. I mentioned these positions to indicate what other people in the industry thought of him and his work. Bloodlines in particular was praised on the Codex, but now the guy is a shitty writer because some city designer says so? Seriously?
Highlight mine. Why would he willingly concede they changed the game mechanics but lie about their not caring about the story?-Was it easy working with SEGA during AP’s development? Were they very involved, influencing the project, or did they just “foot the bill”? Did that experience had anything to do with the cancelation of the Aliens RPG?
They were involved more heavily toward the 2nd half, and towards the end of production, they were calling the shots and the final, indisputable word on the game’s direction and especially the mechanics (targeting, especially, jumps to mind). They didn’t care so much about the story, however, which is pretty standard with most publishers we’ve worked with. Note that none of this absolves us of any of the choices we as a studio made up to that point, so if anyone had an issue with the game, we shared equal, if not more, responsibility for all the critiques folks had.
A sequel that hinged on the fact that none of the main characters in the previous game could be killed. Awesome RPG design there, just like his QTE dialogue thing.Because Mitsoda talked about a sequel all the time? The nerve!
Yes it sure is awesome when games have consequences that are the exact opposite of what you'd predict. That isn't contrived at all and they should do it all the time.You don't realize this is the whole point and they are making a statement?In the archived thread Infinitron's reading he says the tourists were a compromise. The "few" tourists who might die in the explosion aren't the issue, the issue is Marburg creating a culture of fear versus saving Madison's life. Of course the epilogue ends up doing the exact opposite of what he was trying to achieve by having Madison become an activist and the prevented bomb explosion creating a new Patriot act.
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Alternate nutshell: guy who can't spot dramatic irony is trying to make a point about whether someone is a good writer or not. Though AP was still terrible, the story was just mediocre and boring not biowarian herp derp. The terribleness came from being forced to play it.
** Also he's the lead designer on Dungeon Siege 3 which, though I have not played it yet, I am confident saying that you should go pick up a copy.
If you say so.He never called him a shitty writer; he listed examples of writing from his draft and they were all terrible.
Again, I find it unlikely as that's not how companies work. I'm pretty sure he had to report and show his work and direction to the co-owners. They wouldn't just tell him "the job is yours; now go write something awesome" and then discover 6 months later than he'd gone rogue.Furthermore, he's also mentioned that the wacky character designs were always that way; none of them were redesigned. So it sounds like Mitsoda was being kinda insubordinate and trying to turn the wacky spy thriller he was tasked to write into serious business, hoping that maybe they'd see his genius and come around.
If I have to guess - as that's all I can do - when he says the story he means a sequence of events, not the characters and overall "kill bill" direction.Highlight mine. Why would he willingly concede they changed the game mechanics but lie about their not caring about the story?
There is nothing wrong with this design. Nothing at all. Unless, of course, you're prepared to argue that Bloodlines was a bad RPG.A sequel that hinged on the fact that none of the main characters in the previous game could be killed. Awesome RPG design there...Because Mitsoda talked about a sequel all the time? The nerve!
If Avellone really had no problem with serious dialogue and situations with the likes ofMy theory is that Sega didn't like the direction, stepped in, and forced Obsidian to change it. Maybe it was a good idea, and maybe it wasn't, but it certainly looks like Avellone & Co (people who matter and have the experience to judge) had no issues with Mitsoda's work until Sega stepped in.
I didn't like Bloodlines but I'm biased against story-driven RPGs and don't wish to debate their qualities, so I'll leave it at that.There is nothing wrong with this design. Nothing at all. Unless, of course, you're prepared to argue that Bloodlines was a bad RPG.A sequel that hinged on the fact that none of the main characters in the previous game could be killed. Awesome RPG design there...
Beside the point. As for Brayko:If Avellone really had no problem with serious dialogue and situations with the likes of ... then he must have damaged his brain somewhere.
If you don't want to debate it, don't imply that it's bad design.I didn't like Bloodlines but I'm biased against story-driven RPGs and don't wish to debate their qualities, so I'll leave it at that.There is nothing wrong with this design. Nothing at all. Unless, of course, you're prepared to argue that Bloodlines was a bad RPG.A sequel that hinged on the fact that none of the main characters in the previous game could be killed. Awesome RPG design there...
Rather than continue to guess and speculate I decided to straight up ask.My theory is that Sega didn't like the direction, stepped in, and forced Obsidian to change it. Maybe it was a good idea, and maybe it wasn't, but it certainly looks like Avellone & Co (people who matter and have the experience to judge) had no issues with Mitsoda's work until Sega stepped in.
Jesus Christ you'll try to weasel out of anything. I've provided two quotes now where Avellone said Sega didn't touch the story and you keep arguing about semantics because you're in this massive denial.My guess is Sega's involvement, since we do know that they did step in and Mitsoda left shortly after.
^ a thing you said before you decided to move the goalposts.If I have to guess - as that's all I can do - when he says the story he means a sequence of events, not the characters and overall "kill bill" direction.
I'm not trying to weasel out of anything and I'm not moving the goalposts. I'm not defending Brian and if he fucked up, well, he fucked up. I'm just curious to know what happened and your answers don't really satisfy me because they explain very little.
Yes, you did provide the quote where Avellone says Sega didn't care about the story, which, if taken at face value seems to imply that it was Obsidian that changed the story, but doesn't explain why. It just seems odd that they decided to redo the story (which is a luxury for a developer on a schedule) out of the blue (i.e. after being satisfied/happy with it for many months). Furthermore, Mitsoda left after Sega stepped in. Coincidence? Also, why did Sega stepped in and what exactly did Sega change?
Looking forward to Chris' response.