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Sylvius the Mad =
Josh Sawyer said:Not really. Are you suggesting that we should design an incoherent system? I don't think the sense of humor in Fallout was in the mechanical design, but in the content supporting the mechanical design. E.g. the area design and art, characters, animations, sounds, text descriptions, etc.In older games don't you think the type of system used,chaotic systems,breakable systems with a sense of humor in mechanical design(think Fallouts) were part of the charm?In a more coherent and restrictive system don't you think something is missed?
If you took a Fallout crit shotgun blast and removed the sound effects, hand-touched sprite "blown out torso" animation/effects, and the text description accompanying it, there really wouldn't be anything humorous about it. It would just be a hit that did a lot of damage.
Late game Fallout 2 is where the limits of the system really started to get pushed. Extended fights with Enclave troopers were typically slugfests where you and the enemies traded single-digit damage until someone (usually you) scored an armor-bypassing critical for triple-digit damage and annihilated the target.
If it weren't for the continuous satisfaction that comes with massive overkill body-melting plasma criticals (which is due to the content supporting it, not the mechanic itself), the combat would have been much less enjoyable.
Josh noticed me, he noticed me, me, me, me, me, me, me.
How are casuals about cheese tactics? Most likely they never even found them, in a game like BG2. If exploiting the game to its limit is not hardcore, I don't know what's it supposed to mean.Sawyer has made a few concessions to players already. One is this whole "missing" thing, the others being "lootable everything" (swords armor from every enemy) and finally making turning off [tags] in conversations a toggle-able thing.
http://forums.obsidian.net/topic/63091-josh-sawyer-on-miss-and-hit/page__st__140#entry1296448
I'm normally a live and let live sort of guy, but this sort of thing makes me fucking rage. I don't even know how to argue with this bullshit.Sylvius the Fucking Retard said:But he also has no right to complain about it. If he doesn't like it, he could not use it.J.E. Sawyer' said:If we design a system that rewards resting every 5', the gamer isn't at fault for using it.
which is why Sawyer is making these design choices, I think. The casuals are all about cheese tactics. The non-casuals are about hardcore. Sawyer is trying to find a balance between the two. Put them both on the same playing field and then design challenge on the new field. The casuals will have their belowed "regen" and the hardcores will have difficult battles in the new arena. This is a slight mischaracterization, but I think it's approximately accurate.
It'll be interesting to see how the different motives have an effect on the compromises the devs make.
It's possible that we've already had an effect by changing Josh's mind about the "no missing" thing. There have been other things as well.
Tigranes said:is that he is building a new system from ground up due to the lack of D&D
Tigranes said:he's trying to make various changes that he believes to be improvements.
Tigranes said:I find that just fine, because I think that's the same as BG2 changing the area exploration design from BG1, or IWD2 implementing 3E rules
Tigranes said:As long as these changes are (1) sensible and improve gameplay
Tigranes said:(2) do not change the fundamentals of an IE spirit or style
Tigranes said:That's why I say it's important for people (not you, in general) to provide their rationale as to why they think health/stamina or no-miss would violate their definition of the IE spirit, and change the fundamentals of how the combat feels
Tigranes said:That's the kind of rationale I have for my opinions, and I think that's the kind of conversation that would be productive to have.
For better or worse, Sawyer agrees with that:Excuse me if I'm critical of a man who has said more or less nothing about how he plans to make his game like the IE-games, but instead insists on inventing everything from the ground up. We paid on the promise that this team would make their vision of re-imagining the IE-games. We didn't pay for Josh to make his dream-game (don't say that you did unless you can point to exactly where in the pitch it was framed as such).
http://www.neogaf.com/forum/showpost.php?p=45102026&postcount=8320While I do think it would be neat to run a Kickstarter for "MY GAME MY WAY", where I tell you no details and people just have to fund it based on their love of art, that's not what Project Eternity is. It's also not accurate to say this is my dream game. Don't get me wrong -- I really loved working on the IE games and I've played and DMed a ton of campaigns in the Forgotten Realms -- but my dream games are things that would appeal to a much smaller audience than Project Eternity. Project Eternity was pitched as a game made in the spirit of the Infinity Engine games and that is still what we intend to do.
Sawyer has made a few concessions to players already.
Hormalakh said:Sawyer is trying to find a balance between the two.
Thats whats disappointing to me, that all these mechanics are being "fixed" to cater to the .5% of the backers that complain about not being able to control themselves.
Hey, in NWN2 there's even a loadscreen tip of "Save early, save often". I follow that one religiously as I have absolutely no desire to replay the last 45 minutes of the game because of a glitch, distraction, poor AI, or mouse mistake on my part. Perhaps others have unlimited time in which to game, but that's far from my situation and I don't like having to re-take ground. It gets old very quickly and it kills the fun of an encounter.
Fixing shit that ain't broken
I like health/stamina.
Infinitron said:Ah, but what is or ain't broken is a matter of opinion.
I like health/stamina.You do? Why? That's also an example of "fixing shit that ain't broken".
Hey guys some choice quotes in the Obsidian forums. Many people are raging about Sawyer's deferrence towards the "hardcore crowd."
"Piece of shit"? Come on, binary much?Guess you shouldn't fucking be of the opinion that it is a broken piece of shit then.
"Piece of shit?" Come on.
"Torment had bad combat."
"HOW DARE YOU CALL PLANESCAPE TORMENT A BROKEN PIECE OF SHIT!!!1"
Hormalakh said:The problem is that we haven't tasted the proverbial food to know if it tastes so. We're just going off theory here
He is changing the combat system, the character system, the inventory system, the item-system and who knows what else fundamentally.
What was the compromise? Anyone that have a quote?I said it's hopeless to try and find a hard "list of specific things an IE style game must have" that all will agree with, but that we can debate about the general dispositions or stylistics that constitute an IE feel; therefore, it would be good for people to give their own rationale for what constitutes a 'basic fundamental' and why design X conforms with or contravenes it. Which is what I have done in giving my opinion throughout. I also made jabs at people just going OMFG and not much else.
I obviously have no problem if you disagree with my rationale, but instead of explaining why you think, say, the latest miss rules do change the fundamentals of an IE style, you're just (1) telling me, over and over again, that you don't like what Sawyer's doing; (2) saying a bunch of other peripheral things: Are you saying I am treating you as a hivemind? I was always speaking generally, then you come and talk to me as if I was addressing you personally - of course you're going to think that. Are you saying I don't accept people who disagree with me? I think it's pretty evident what I meant by my statement.
Here's the bottom line: I backed P:E because I want a rebirth of IE, just like you. I look at changes, and think, whereas the first no-miss proposal seemed too much at odds with the IE style, the latest compromise seems OK. I look at Sawyer's posts in general, and think, that is an acceptable approach to innovating within boundaries of the IE style. (I already explained why I think this: e.g. why to me, health/stamina, no-miss or stash changes are on par with the kinds of changes BG2 made to BG1's wilderness exploration, or other kinds of IE game changes.) You disagree. Cool. You can ignore me and move on, or you can look at the rationale I provided in earlier posts about what I think of the miss-rules, and argue with me about it.
Ah, but what is or ain't broken is a matter of opinion.
What's happened here is that lots of people just didn't care about some of the things that were broken in the IE games, because the games in their totality were high quality enough that it didn't disturb their overall enjoyment. Rest-spamming? Eh, no big deal, the dialogue is awesome. Save scumming? Eh, no big deal, I love this game's music.
But just because the game was good, even very good, doesn't mean things weren't wrong with it. The Codex freely recognizes this fact when discussing even beloved classics like Fallout, Torment and Arcanum. They recognize that these games were awesome but also flawed. Why can't you recognize that's true for Baldur's Gate as well?
You do? Why? That's also an example of "fixing shit that ain't broken".
He said he's thinking about changing it so if you miss by too much, you actually miss, instead of getting a glancing blow. It's somewhere in this thread.What was the compromise? Anyone that have a quote?
He's even talked about getting certain class skills to be able to allow changes in the distance between glancing blow and miss too. Something about the fighter being able to glancing blow more often than miss with a certain skill. He's taken the mechanic and is building on it. I think it's turning out to be much better and complex than even D&D has.He said he's thinking about changing it so if you miss by too much, you actually miss, instead of getting a glancing blow. It's somewhere in this thread.What was the compromise? Anyone that have a quote?
What was the compromise? Anyone that have a quote?I said it's hopeless to try and find a hard "list of specific things an IE style game must have" that all will agree with, but that we can debate about the general dispositions or stylistics that constitute an IE feel; therefore, it would be good for people to give their own rationale for what constitutes a 'basic fundamental' and why design X conforms with or contravenes it. Which is what I have done in giving my opinion throughout. I also made jabs at people just going OMFG and not much else.
I obviously have no problem if you disagree with my rationale, but instead of explaining why you think, say, the latest miss rules do change the fundamentals of an IE style, you're just (1) telling me, over and over again, that you don't like what Sawyer's doing; (2) saying a bunch of other peripheral things: Are you saying I am treating you as a hivemind? I was always speaking generally, then you come and talk to me as if I was addressing you personally - of course you're going to think that. Are you saying I don't accept people who disagree with me? I think it's pretty evident what I meant by my statement.
Here's the bottom line: I backed P:E because I want a rebirth of IE, just like you. I look at changes, and think, whereas the first no-miss proposal seemed too much at odds with the IE style, the latest compromise seems OK. I look at Sawyer's posts in general, and think, that is an acceptable approach to innovating within boundaries of the IE style. (I already explained why I think this: e.g. why to me, health/stamina, no-miss or stash changes are on par with the kinds of changes BG2 made to BG1's wilderness exploration, or other kinds of IE game changes.) You disagree. Cool. You can ignore me and move on, or you can look at the rationale I provided in earlier posts about what I think of the miss-rules, and argue with me about it.
Why the hell is how others choose to play their games such a big issue now? Why don't designers just create difficult combat encounters and then leave the players to find their way around it? Worst part is that modern game designers turn everything ass backwards.