- Joined
- Jan 28, 2011
- Messages
- 100,476
![Enjoy the Revolution! Another revolution around the sun that is. Enjoy the Revolution! Another revolution around the sun that is.](/forums/smiles/campaign_tags/campaign_2024.png)
![Who the fuck is Dawn_? Serpent in the Staglands](/forums/smiles/campaign_tags/campaign_staglands.png)
![I support RPG Zombie Vapourware! Dead State](/forums/smiles/campaign_tags/campaign_deadstate.png)
![I gave money to Larian's relationship simulator. Divinity: Original Sin](/forums/smiles/campaign_tags/campaign_divinityos.png)
![I just love real-time with pause fantasy crap! Project: Eternity](/forums/smiles/campaign_tags/campaign_projecteternity.png)
![What does one badge matter? Torment: Tides of Numenera](/forums/smiles/campaign_tags/campaign_tidesofnumenera_cmcc.png)
![I support prestigious turn-based combat in a post-apocalyptic environment. Wasteland 2](/forums/smiles/campaign_tags/campaign_wasteland2.png)
![I supported HBS actually doing INCLINE. Shadorwun: Hong Kong](/forums/smiles/campaign_tags/campaign_shadowrun_hongkong.jpg)
![I can't get enough of Larian's relationship simulators. Divinity: Original Sin 2](/forums/smiles/campaign_tags/campaign_dos2.jpg)
![I'm easily impressed by pretty graphics of strange giraffe-like creatures. A Beautifully Desolate Campaign](/forums/smiles/campaign_tags/campaign_desolate.jpg)
![I support better than average sequels. Pillars of Eternity 2: Deadfire](/forums/smiles/campaign_tags/campaign_poe2.png)
![It's easy to live life when 'at least they're not Obsidian' is your only criteria for approval Pathfinder: Kingmaker](/forums/smiles/campaign_tags/Campaign_KingMaker.png)
![It's easy to live life when 'at least they're not Obsidian' is your only criteria for approval Pathfinder: Wrath](/forums/smiles/campaign_tags/Campaign_Wrath.png)
![I'm very into cock and ball torture I'm very into cock and ball torture](/forums/smiles/campaign_tags/campaign_knightsofthechalice2.png)
![I helped put crap in Monomyth I helped put crap in Monomyth](/forums/smiles/campaign_tags/campaign_monomyth.png)
Ok, apparently people have already received their Questionnaires about the rewards a long time ago? Checking if i need to raise a comlaint/question through Kickstarter.
Only for high-tier rewards, AFAIK.
Ok, apparently people have already received their Questionnaires about the rewards a long time ago? Checking if i need to raise a comlaint/question through Kickstarter.
In an interview released literally weeks after the game was announced. Years before release.PEOPLE LIE. ALL THE TIME.
"I implemented and tuned all of the weapons, designed the perks, all of the system and combat design modifications,"Yeah, Beths (Todd Howard) did the low level design. Sawyer only did high level design for F:NV.
Josh Sawyer said:Tim has been working on some of the basic abilities for the "non-core" classes as well as spell lists. Most of the initial work we did was on "classics" that people might expect when coming to a class. If you play a barbarian, you're probably going to expect to have some sort of rage-y ability. If you play a wizard, you're probably going to expect something resembling a magic missile. There don't need to be a ton of these things and they don't need to mechanically ape D&D, but we want them to be familiar enough to help orient a player at the start of the game.We have not heard from tim cain in a while. What has he been up to PE wise?
We've started working on the more PE-world-specific class abilities and spells with other designers (e.g. Avellone and Fenstermaker) contributing ideas.
In an interview released literally weeks after the game was announced. Years before release.PEOPLE LIE. ALL THE TIME.
You're an ignorant idiot who is literally just making shit up god just shut the fuck up.In an interview released literally weeks after the game was announced. Years before release.PEOPLE LIE. ALL THE TIME.
Yes. I will tell you what I see when I read that interview.
Tim Cain said:I am a programmer, scripter, designer and tester for the game. I am mostly responsible for things like AI, combat, skills, interfaces and such. I like to figure out how things should work in the game, and then write code for those ideas, and then see how the game feels afterwards. I often delete my code.
It's only a theory if it's tested. What you have is a made-up bullshit hypothesis.
Here:It's only a theory if it's tested. What you have is a made-up bullshit hypothesis.
Sure, whatever. Let's get back to Project Eternity.
Now, in my next made-up bullshit hypothesis I will prove beyond a doubt, that Kevin Saunders is 10x better than Josh Sawyer.
Exhibit 1: their pictures
Kevin looks like a decent man who would probably help you move if you ask him.
Sawyer looks like a douche bag who can't be bothered to shave in the winter because the beard keeps him warm when he rides his bike. Apparently hipsters can't into scarves.
It's only a theory if it's tested. What you have is a made-up bullshit hypothesis.
Good to see Fenstermaker is on the PE team, he seems like a good designer.
I wonder if that Gonzalez dude will also be on board
I'm sure some of youse would love to take that first sentence out of context, but having clear goals isn't a bad thing. He's mentioned that Eternity's going the "find a water chip" route.i think truly directionless games in the vein of most might & magics and wizardrys (and even darklands) are not fun. ultimately, even darklands' central plot was still more-or-less linear once you stumbled across a satanic village. the locations are randomized, but ultimately it's only going to follow one course. i think it's fine/good to tell the player "here is a thing you can/should do" on a central plot and let them figure out how to/how they want to get there. if they stumble into other quests or into random places along the way, great. ideally central quests are structured so you can do a lot of things out of order.
F:NV was one step removed from this because it had quest markers, but you could do a lot of things out of order. as is evidenced in the F:NV games thread, most people respond to challenge with frustration and assume that something is impossible if it's at all difficult.
I'm sure some of youse would love to take that first sentence out of context, but having clear goals isn't a bad thing. He's mentioned that Eternity's going the "find a water chip" route.
Roguey's Lord and Master said:...most people respond to challenge with frustration and assume that something is impossible if it's at all difficult.
most people respond to challenge with frustration and assume that something is impossible if it's at all difficult.
That sentence doesn't actually have anything to do with Josh's main point. He's just pointing out why they put in quest markers, in an AAA console game for the masses.
Having "goals" isn't the same thing as having quest markers that tell you directly where those goals are.
It really doesn't have any business being there at all. The trouble is that Josh minces words often so as to avoid insulting any portion of his company's player base, and has also often used "most people" reasoning to justify design decisions for Project: Eternity as well. I suppose one therefore must simply assume that, in this case, he's talking about the OTHER "most people"—fourteen-year-old console peasants, presumably—and not the "most people" that apparently only includes the Project: Eternity player base.
How can water chip be a MacGuffin if it's usefulness is perfectly explained and supported by game's main narrative?The water chip and the G.E.C.K. were pure MacGuffins, nothing but fluff for what would be labeled on a tabletop game board as START and FINISH (and in the case of Fallout 1, an hourglass). If people are so intensely stupid that they need MacGuffins in order to chart a course through the game
Who's "they"?They were not. At least the Chip's use was even more realistic if not stupefying in that the Vault had only one of those