Makes it really easy to keep up tho, dont it?This shit is insane. The same conversation keeps recycling every 20 pages, with tidbits of updates here and there. It's like violent, mentally challenging deja-vu every time I check this thread. 1200 pages and counting, hell I've probably made this exact comment 58.85 times. The Discussion of Sawyerism: Thread of Eternity.
I think you are trying to push through your own wants (or fears?) into the game, when the things actually said are completely different.
Game is too dense with content? What the fuck is that... So you've got this huge city in front of you, should it be just filled with emptiness to avoid a player getting overwhelmed? Controversial or not that's retarded. The developer has to make more maps for the same effect and the player has to walk more, to get the same amount of meaningful gameplay.
I'm much more annoyed by big looking locations that in the end turn out that there's barely anything to do.
*PS:T already was out.Infinitron thanks for reminding me why i dont think sawyer "gets it".
* Ill agree that most CNPCs didnt have the depth they should have had, they were exceptionally fleshed out when compared to anything else thats on the market tho. At least on this side of the world.
* Saving Imoen is only part of the motivation to find Irenicus, not only has he tortured you, which covers revenge, but he also has told you he would unlock your divine powers, so youve got greed. So yeah... hes kind of wrong, you didnt lack motivations or dialogue to represent them. You could even say you cared nothing for the girl, and that option was present in every single dialogue that was about the subject.
* F:NV companions are boring, plus companion break the challenge of that game... i rather just play it game alone.
* Athkatla was a better city than any designed by him so far, it actually felt alive. The first time you played it the amount of quests was overwhelming, and it added to the feeling of being in a strange big place that you didnt understand. They also made the game replayable as fuck as playtroughs could be wildly different depending on which quests you took and how you solved them.
I feel like that side of the equation has been very much absent since the development actually kicked off.Keep in mind that this game promised storytelling on par with PS:T in its pitch video.
Also, let's remember that the massive quest overload in Chapter II isn't really just for Chapter II -- you can do most of them in Chapter II, III, or VI.
Stop trying to imply there is a problem, man.
I wonder if Pallegina will be a rape victim
No you dingus, you're comparing apples and oranges. Would Obsidian make a game with that kind of story structure? No. Story is all they are good at. BG 2's quest structure isn't conductive to telling a moving story at a good pace. But its quest structure has other strengths, and the more you move away from that kind of "lots of quests thrown at you" structure the less you're going to get that P&Py "let's adventure!" feel and instead go for a more PS:T (or jRPGy, even) experience.Stop trying to imply there is a problem, man.
Stop trying to imply that because you liked a game, the upsides and downsides of its design can't be analyzed and criticized.
Would Black Isle make a game with a story structure like Baldur's Gate 2? Would Chris Avellone? The answer is no - it's not their way, and there are good reasons for that.
BG 2's quest structure isn't conductive to telling a moving story at a good pace.
more you move away from that kind of "lots of quests thrown at you" structure the less you're going to get that P&Py "let's adventure!" feel and instead go for a more PS:T (or jRPGy, even) experience
Sure, whatever. I don't feel that games like Fallout 2 or Planescape were actually "low on quests", but I recognize that many people on the Codex have a serious hard-on for the "CITY OF ENDLESS ADVENTURE" model of RPG, so maybe that's what you're referring to.
Me, I'm a traditionalist. Lots of towns, overland travel between them, dungeons, even trash mobs. All of these things, that some people on this forum love to hate, exist for a reason.
Correction, many/most BG2 fans have a serious hard-on for that model
I sincerely hope PoE structure won't look like this:
-Prologue
-Chapter 1, city/village#1 and 3 wilderness areas.
-Chapter 2, city/village#2 and 3 additional wilderness areas.
-Chapter 3, city/village#3 and 3 additional wilderness areas.
-etc. (throw in a Stronghold and Mega dungeon somewhere along the way).
But hey I guess that would be great because content would be divided equally among different chapters and poor players won't feel confused/threatened (even quit the game!) by being bombarded by so many evil sidequests.
It's like how you can access all of Fallout's map from the beginning, but most players will still have a sense of progression, from Shady Sands to Junktown to Hub etc. Sawyer doesn't have any problem with Fallout's structure or pacing. It's about the density, not the non-linearity, openness or "freedom".
but most players will still have a sense of progression