Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
I may re-read it as its been a while but I just got sick of how awesome the awesome characters were portrayed. The description of Uther Doul jumping from the airship to the fight between the... uhh... fuck... the peopel who use their scabs as armor, those guys. It was basically a drawn out scene of a super hero jumping down in super hero pose and it induced eye-rolling on the infinity-thousand level. I liked the subterfuge, I liked the protagonist, and I liked the general idea but there's just something about his overly anti-government/pro-socialist views that just doesn't jive with me. The way the government is always hated when they aren't doing full on tyrannical shit on a regular basis just leaves me with a "wait, why do I hate the Milita again?".
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
9,180
Location
São Paulo - Brasil
From my perceptive, and I think this is an Obsidian thing overall, is we want people to feel as though they have control over their character. Not just mechanically, but also who they are in the story. Their personality and how they portray themselves is not only something they can express, but that the game reacts to in a believable manner. I think Alpha Protocol excelled at this. You can play the game as a huge jackass, you can be very professional, you can be chill, you can be flirty, you can do all these things, and there are trade-offs for all of it. There’s a lot of relationships to navigate and they’re all influenced by the kind of person you’re playing as and the things you do. That’s very important to me in an RPG. Even if you’re playing a character that’s rather predefined like Michael Thorton is in Alpha Protocol you get to decide who he is. And that’s something we try to put into our games as much as possible. It’s really about choice and consequence and how it plays out. There are plenty of games that have loot, or advancement systems, or cool writing, but they’re not RPGs. It isn’t common to see a game where you’re not just playing a game that allows you to be something different mechanically, but you’re able to be a different person and the story reacts to that.

You can impregnate my sister anytime J.E. Sawyer.

Is Sawyer kidding here? I hated Alpha Protocol exactly because it did the opposite of that. Rather than letting the player choose what to do in each situation, AP gave you 3 little choices that fitted in with the story they had in mind. Michael Thorton is who Obsidian decided who he was, and if you don't like any of the options they decided for you, then that is too bad. The whole thing felt like Obsidian was trying to make a "cinematic" game with still some choice in it. From having your control taken when you try to stealthily knock out that guy in the bridge at the end of the first part, to not simply being able to tell to the annoying characters to go screw themselves, the game never allows you to portray yourself or express yourself in any meaningful way.
 
Joined
Apr 2, 2010
Messages
7,428
Location
Villainville
MCA

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
Is Sawyer kidding here? I hated Alpha Protocol exactly because it did the opposite of that. Rather than letting the player choose what to do in each situation, AP gave you 3 little choices that fitted in with the story they had in mind. Michael Thorton is who Obsidian decided who he was, and if you don't like any of the options they decided for you, then that is too bad. The whole thing felt like Obsidian was trying to make a "cinematic" game with still some choice in it. From having your control taken when you try to stealthily knock out that guy in the bridge at the end of the first part, to not simply being able to tell to the annoying characters to go screw themselves, the game never allows you to portray yourself or express yourself in any meaningful way.

He's saying you could be smarmy asshole or pro assassin and it changes things in the game, which is true and was neat. It also saves so often you can't really scum that shit.

It is a cinematic action RPG though, you can't change that much. I don't think he meant it on that scale though.
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
From my perceptive, and I think this is an Obsidian thing overall, is we want people to feel as though they have control over their character. Not just mechanically, but also who they are in the story. Their personality and how they portray themselves is not only something they can express, but that the game reacts to in a believable manner. I think Alpha Protocol excelled at this. You can play the game as a huge jackass, you can be very professional, you can be chill, you can be flirty, you can do all these things, and there are trade-offs for all of it. There’s a lot of relationships to navigate and they’re all influenced by the kind of person you’re playing as and the things you do. That’s very important to me in an RPG. Even if you’re playing a character that’s rather predefined like Michael Thorton is in Alpha Protocol you get to decide who he is. And that’s something we try to put into our games as much as possible. It’s really about choice and consequence and how it plays out. There are plenty of games that have loot, or advancement systems, or cool writing, but they’re not RPGs. It isn’t common to see a game where you’re not just playing a game that allows you to be something different mechanically, but you’re able to be a different person and the story reacts to that.

You can impregnate my sister anytime J.E. Sawyer.

Is Sawyer kidding here? I hated Alpha Protocol exactly because it did the opposite of that. Rather than letting the player choose what to do in each situation, AP gave you 3 little choices that fitted in with the story they had in mind. Michael Thorton is who Obsidian decided who he was, and if you don't like any of the options they decided for you, then that is too bad. The whole thing felt like Obsidian was trying to make a "cinematic" game with still some choice in it. From having your control taken when you try to stealthily knock out that guy in the bridge at the end of the first part, to not simply being able to tell to the annoying characters to go screw themselves, the game never allows you to portray yourself or express yourself in any meaningful way.
And it was awesome. AWESOME! :yeah:
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
9,180
Location
São Paulo - Brasil
And it was awesome. AWESOME! :yeah:

Alpha Protocol was indeed awesome though. It was the only game I know that managed to match all three games from Troika! Its combat was as fun as Arcanum's, its level of player control and open endedness of the main plot matched Vampire:The Masquerade and its cool story and setting were as creative as TOEE's. M:
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Alpha Protocol was indeed awesome though. It was the only game I know that managed to match all three games from Troika! Its combat was as fun as Arcanum's, its level of player control and open endedness of the main plot matched Vampire:The Masquerade and its cool story and setting were as creative as TOEE's. M:

:lol:
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
From my perceptive, and I think this is an Obsidian thing overall, is we want people to feel as though they have control over their character. Not just mechanically, but also who they are in the story. Their personality and how they portray themselves is not only something they can express, but that the game reacts to in a believable manner. I think Alpha Protocol excelled at this. You can play the game as a huge jackass, you can be very professional, you can be chill, you can be flirty, you can do all these things, and there are trade-offs for all of it. There’s a lot of relationships to navigate and they’re all influenced by the kind of person you’re playing as and the things you do. That’s very important to me in an RPG. Even if you’re playing a character that’s rather predefined like Michael Thorton is in Alpha Protocol you get to decide who he is. And that’s something we try to put into our games as much as possible. It’s really about choice and consequence and how it plays out. There are plenty of games that have loot, or advancement systems, or cool writing, but they’re not RPGs. It isn’t common to see a game where you’re not just playing a game that allows you to be something different mechanically, but you’re able to be a different person and the story reacts to that.

You can impregnate my sister anytime J.E. Sawyer.

Is Sawyer kidding here? I hated Alpha Protocol exactly because it did the opposite of that. Rather than letting the player choose what to do in each situation, AP gave you 3 little choices that fitted in with the story they had in mind. Michael Thorton is who Obsidian decided who he was, and if you don't like any of the options they decided for you, then that is too bad. The whole thing felt like Obsidian was trying to make a "cinematic" game with still some choice in it. From having your control taken when you try to stealthily knock out that guy in the bridge at the end of the first part, to not simply being able to tell to the annoying characters to go screw themselves, the game never allows you to portray yourself or express yourself in any meaningful way.
And it was awesome. AWESOME! :yeah:


J_C for this and this thread alone you are now my sworn enemy.

Don't you get it? The game could have been much better with its C&C combined with better dialogue options and combat (consolized?). That game's potential was fucked up just because it was not delivered well. Stop supporting its bad points you idiot.
I know. It could have been better. That's why it is just simply awesome. It could have been OMGTHISISTHEBESTGAMEEVER, but in its current form, it is simply awesome!
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
9,180
Location
São Paulo - Brasil
Is Sawyer kidding here? I hated Alpha Protocol exactly because it did the opposite of that. Rather than letting the player choose what to do in each situation, AP gave you 3 little choices that fitted in with the story they had in mind. Michael Thorton is who Obsidian decided who he was, and if you don't like any of the options they decided for you, then that is too bad. The whole thing felt like Obsidian was trying to make a "cinematic" game with still some choice in it. From having your control taken when you try to stealthily knock out that guy in the bridge at the end of the first part, to not simply being able to tell to the annoying characters to go screw themselves, the game never allows you to portray yourself or express yourself in any meaningful way.

He's saying you could be smarmy asshole or pro assassin and it changes things in the game, which is true and was neat. It also saves so often you can't really scum that shit.

It is a cinematic action RPG though, you can't change that much. I don't think he meant it on that scale though.

On a more serious note, I do get it. I think their attempt at trying to make something interactive out of the "cinematic" crazy that was sweeping publishers at the time was at least an attempt at making the best out of a bad situation, and I guess the game could be considered an interesting experiment. Still, as far as I am concerned, it was a failed one and they should stay the hell away from timed conversations, protagonists with defined personalities, cinematic gameplay and everything else they tried on that game, except perhaps a bit of the C&C design.
 

Gakkone

pretty cool guy eh
Patron
Joined
Jul 6, 2010
Messages
917
Location
schmocation
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
AP didn't let me play the kind of character I wanted because it arbitrarily stripped me of my abilities to sneak past enemies where I wanted to, instead forcing me into stupid scripted shooting scenes. The game could've used the "Deus Ex" treatment in that regard.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,052
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
Josh: I think it comes down to–in a lot of cases–that instead of people listening to criticism they just know there is criticism and then they decide independent of it that they’re going to change some stuff. So like you said, you made a modest impact, you really struck home with some people that really liked the game, and maybe the execution needed some work. So why not just make the execution of what you were going for so that the next one is totally awesome and those things that people loved about it is now even better. Then if there’s stuff that’s janky about it, yeah change the janky stuff, but not if it’s something that those people that loved the game really liked. Just make it better. I think there’s where things go wrong. People look at something and go, “Ok, so we have this core of people that love the game and this other group that fundamentally hates it, so let’s make it a different game.” And it’s like, “Well… no. They hate the game. They didn’t like anything about it. You’re not going to win those people over. They don’t even like the idea of what you’re making.”

Some people think it’s a cliche phrase, but when I was at Interplay the model of Interplay was, “By gamers, for gamers.” And some people are like, “Well that’s every game.” But no, it really isn’t.

Del: Yeah, no, it really isn’t.

Josh: There are people that focus on making games for people that hate games. And… well, that’s ok, but I’m not not interested in doing that. I want to make games for people that love games. People that really enjoy them and playing them. I’m not not trying to make a game for people that do not enjoy the challenge of them of the idea of them. So it’s interesting when you get into these genres that are kind more enthusiast or ‘hard-core’ genres like RPGs and you’ve gotta be careful how much you’re appealing to people that don’t like RPGs. It’s like, “Well… they don’t like them. They don’t like any of them or anything about them.”

:salute:
 

SwiftCrack

Arcane
Joined
Oct 3, 2012
Messages
1,836
Josh: I think it comes down to–in a lot of cases–that instead of people listening to criticism they just know there is criticism and then they decide independent of it that they’re going to change some stuff. So like you said, you made a modest impact, you really struck home with some people that really liked the game, and maybe the execution needed some work. So why not just make the execution of what you were going for so that the next one is totally awesome and those things that people loved about it is now even better. Then if there’s stuff that’s janky about it, yeah change the janky stuff, but not if it’s something that those people that loved the game really liked. Just make it better. I think there’s where things go wrong. People look at something and go, “Ok, so we have this core of people that love the game and this other group that fundamentally hates it, so let’s make it a different game.” And it’s like, “Well… no. They hate the game. They didn’t like anything about it. You’re not going to win those people over. They don’t even like the idea of what you’re making.”

Some people think it’s a cliche phrase, but when I was at Interplay the model of Interplay was, “By gamers, for gamers.” And some people are like, “Well that’s every game.” But no, it really isn’t.

Del: Yeah, no, it really isn’t.

Josh: There are people that focus on making games for people that hate games. And… well, that’s ok, but I’m not not interested in doing that. I want to make games for people that love games. People that really enjoy them and playing them. I’m not not trying to make a game for people that do not enjoy the challenge of them of the idea of them. So it’s interesting when you get into these genres that are kind more enthusiast or ‘hard-core’ genres like RPGs and you’ve gotta be careful how much you’re appealing to people that don’t like RPGs. It’s like, “Well… they don’t like them. They don’t like any of them or anything about them.”

:salute:

There are also people that hate games and focus on making games for people that hate games.

:hmmm:
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,526
GYP is 4chan-affiliated shit, Josh loses -5 influence points with me. Lot of good long answers though.

Now on a completely unrelated topic that's somehow been overlooked: http://forums.obsidian.net/topic/61...s-rewards-and-more/page__st__160#entry1232448
Bobby Null said:
Of course the balancing of classes is subject to change, but this is what Josh and I discussed last night. In a nutshell: Party Buffs/Centered AOE DPS/Self Healing/Good Martial Ability.

Party buffs will be the Paladin's commands. The centered AOE DPS will most likely take the form of a soul-based, short-range (or centered) AOE, and the ability to heal himself/herself. This is above and beyond the Paladin's martial skill, which will be good, but not as good as the Fighter or the Barbarian. Of course, the player will be able to tailor their Paladin to suit their playstyle should they wish to enhance/specialize certain aspects of the class.
Nailed it again.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,052
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
GYP is 4chan-affiliated shit, Josh loses -5 influence points with me. Lot of good long answers though.

Now on a completely unrelated topic that's somehow been overlooked: http://forums.obsidian.net/topic/61...s-rewards-and-more/page__st__160#entry1232448
Bobby Null said:
Of course the balancing of classes is subject to change, but this is what Josh and I discussed last night. In a nutshell: Party Buffs/Centered AOE DPS/Self Healing/Good Martial Ability.

Party buffs will be the Paladin's commands. The centered AOE DPS will most likely take the form of a soul-based, short-range (or centered) AOE, and the ability to heal himself/herself. This is above and beyond the Paladin's martial skill, which will be good, but not as good as the Fighter or the Barbarian. Of course, the player will be able to tailor their Paladin to suit their playstyle should they wish to enhance/specialize certain aspects of the class.
Nailed it again.

Responded. :smug:
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,052
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
Wait a minute, what the fuck is a "centered AOE DPS" anyway? What does that even mean?
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
GYP is 4chan-affiliated shit, Josh loses -5 influence points with me. Lot of good long answers though.

Now on a completely unrelated topic that's somehow been overlooked: http://forums.obsidian.net/topic/61...s-rewards-and-more/page__st__160#entry1232448
Bobby Null said:
Of course the balancing of classes is subject to change, but this is what Josh and I discussed last night. In a nutshell: Party Buffs/Centered AOE DPS/Self Healing/Good Martial Ability.

Party buffs will be the Paladin's commands. The centered AOE DPS will most likely take the form of a soul-based, short-range (or centered) AOE, and the ability to heal himself/herself. This is above and beyond the Paladin's martial skill, which will be good, but not as good as the Fighter or the Barbarian. Of course, the player will be able to tailor their Paladin to suit their playstyle should they wish to enhance/specialize certain aspects of the class.
Nailed it again.
For someone who is against stereotyping of women, you sure do like to lump whole communities into one bin.

Most of 4chan is no worse than the codex really.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,052
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
Delterius replied to my post:
If I may add as a example: such as designing combat over steady damage thus inflating health pools and creating fake depht, which sounds counter intuitive given your dual hitpoint system.

I think Bobby Null is just using the term "DPS" out of habit.

Most of 4chan is no worse than the codex really.
I don't think Roguey would consider that much of a defense. :smug:
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom