hiver
Guest
Shit, nigga. Jackie Chan is one man engagement area AoO already! And Chris can do the diplomatic option.
http://www.formspring.me/JESawyer/q/378575581534506802Sounds like Sawyer thinks the IE-games were enjoyable in spite of themselves entirely, so he's making an IE-game that isn't at all like one in order to compensate
RTWP combat: checkOn Gamasutra, you said: "Some players will chime in and say they adore everything about the old Infinity Engine games -- except those core design tenets that identified them." Care to provide more details? What core design tenets do they not like?
Real-time with pause combat, isometric view, D&D mechanics like classes and levels, fantasy settings and races. I think the only major one I haven't seen criticized is that you can have a party.
We're not making a single-character MMO. We're making a party-based RPG. We're making it to appeal to the general tastes of audiences that have played D&D-based tactical party RPGs in the past. Yes, when you play a single character, having that single character be locked down is annoying because your only character is prevented from moving. You have a whole party to use.
We're also making this game for an audience that we believe wants increased challenge and will not react negatively to mechanics that require increased attention and player input. There are clearly limits to this, but we are willing to try this mechanic because we believe it is more appropriate for our audience.
Josh Sawyer said:We're also making this game for an audience that we believe wants increased challenge and will not react negatively to mechanics that require increased attention and player input.
Concerns or questions about a design decision? Now now, that's not very nice!
I don't see how this will necessarily be tedious
I'm not necessarily "eating" his argument. I'm just saying that sentence, in isolation, is nice to hear.
"There are clearly limits to this, but we are willing to try this mechanic because we believe it is more appropriate for our audience." And from the next page of that thread: "We are implementing our Engagement system with the understanding that we may need to modify elements of it to find the right balance of tactical movement requirements and freedom of movement in our combat environments."I don't see how this will necessarily be tedious
Wow, wow. Didn't say it would be. I expressed my concern that it might, and my dislike for Sawyer's reply.
When and where was this selection circle thing talked about?I don't see how this will necessarily be tedious since they're going to make it very clear through the selection circles who's engaging whom. NWN2 had no such feature.
Even if they get visual representation right, controlling characters' movement can still be tedious as there won't be any grid showing discrete movements.
J-Saw's mentioned before that what happens during playtesting is what ultimately matters. He's perfectly willing to alter or discard any idea of theirs that isn't enjoyable (I suspect most of 'em will make it through, at least in altered form).
The same way it always happens, presumably.You didn't reply the last time I asked you this. Maybe you don't know? But all this front-and-centering of Q&A/testing (Obsidian's forte, amirite? ), has Sawyer went into how this'll be done, exactly?
He watches while they play and "what (he sees) on that monitor doesn't lie."Games can be ruined by bad testing - fanboys who don't give it to you straight up, for example.
"We have stated pretty clear goals both internally and externally. As long as we feel that we hit those goals and the majority of players agree, we can't worry about the margins who a) never agreed with those goals or b) don't feel we met them."Another thing that sort of invalidates testing as an end-all, be-all of game design is that you will more often that not be faced with contradictory feedback - 40% say something is tedious and 60% say it's just right. Ultimately a bunch of calls will be up to Sawyer's hunches, he can't hide behind the wall of testing forever.
Josh Sawyer said:We're also making this game for an audience that we believe wants increased challenge and will not react negatively to mechanics that require increased attention and player input.
Well, that's always nice to hear.
You will have more input because it is necessary, not because of teh "hardcore" you fucking braindead moron.Eat shit hiver. If I have 6 party members and AOO's I want either intelligent pathfinding or hexes, not "more imput because you guys are so hardcore".
It all depends though, doesn't it. IE-games functioned so well because your "hit box" or whatever you want to call it - the physicality of your characters - were very "hard" and defined, so movement was clear. To top this off you had graphical representation (rings around each character) to precisely identify the exact of each object.
It all depends though, doesn't it. IE-games functioned so well because your "hit box" or whatever you want to call it - the physicality of your characters - were very "hard" and defined, so movement was clear. To top this off you had graphical representation (rings around each character) to precisely identify the exact of each object.
I laughed hard at this, even as an IE fan. These games had awfully imprecise movement even with pathfinding nodes maxed out. You could be in the midst of a key fight and click where you want your unit to go but then to your horror the retard goes completely the other way.
You can't even accurately measure whether or not you have enough time to get from A to B and do this or that, its just guesswork (lolRTwP).
This shit never happens in true TB tactical games like Jagged Alliance 2 and ToEE, where a potential movement is shown exactly how it will be before you commit to it.
Using words like "precise", "exact" and "clear" when talking about IE combat is just laughable - laughable, I say!