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

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
They need to make a turn-based Isometric Fallout spin-off first.
 

Captain Shrek

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Skyrim is a perfectly fine hiking simulator. I don't see anything wrong with Josh playing it for 95 hours. What you should be concerned about is Feargus Urquhart playing XCOM: Enemy Unknown for 223 hours. :smug:

He left the computer on between turns? Honestly I'm not sure the man has that kind of free time for any game.
Exactly. I don't think he is as big a TB tactics fan as that. However inferior XCOM:EU is to XCOM: UD.
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
http://www.shacknews.com/article/78...rpgs-invaluable-tools-for-development-writing

Chris Avellone: Pen & paper RPGs invaluable tools for development, writingby John Keefer, Mar 27, 2013 7:15am PDT​

Obsidian Entertainment's master storyteller Chris Avellone thinks that more aspiring writers hoping to break into the games industry should play pen & paper role-playing games so they get a feeling for interactive story-telling versus linear story-telling.​

At a writer's workshop at GDC, Avellone said he was a game master long before he got into writing for video games, and even had a module for Dungeons & Dragons published by TSR (which was later purchased by Wizards of the Coast). He explained that being a game master in a pen & paper setting with people sitting around a table "allows you to get immediate feedback as to whether you are actually entertaining them or not." He added that direct feedback like that is invaluable for determining how engaging the world and characters are that they have created.​

He also said that pen & paper RPGs helped them quite a bit back in his days at Interplay when they were developing Van Buren, the codename for Fallout 3 that was later cancelled in 2003. "We actually used pen and paper games to test out systems," he said. "We actually built a pen and paper version and brought the developers to the area and built adventures to test out mechanics. That turned out to be a really good experience."​

Avellone obviously know what he is talking about having written the stories for plenty of highly successful RPGs, including PlaneScape Torment. He is currently working on Project Eternity(seen above) with Obsidian, and could be brought in to help write parts of InXile's Torment: Tides of Numenera if it meets a Kickstarter stretch goal.​
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
Yeah, I saw that. Call me when they have a video or at least a transcript of the actual GDC talk.
 

JarlFrank

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Actually there's nothing better for quest writing inspiration than playing parts of your game out in a P&P session, especially when designing a non-linear quest. The guys and gals in your group might come up with approaches you would never have thought of, and this also prevents the typical "dev forgot to implement the solution 90% of players would choose" problem, as it gives immediate feedback to the quest designer.

And it doesn't even matter if your game is a turn based RPG or an action first person game with RPG elements like Deus Ex. It's just about testing out a quest or area you designed and getting the feedback of your group.
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
http://www.pcgamer.com/2013/03/29/chris-avellone-interview-torment-project-eternity-and-beyond/

Chris Avellone interview: Torment, Project Eternity, New Vegas, and beyond​

On my last day to explore GDC, I received a real-life quest via e-mail. “Meet me at Metreon Park, by the bronze statue with 3 hands.” My quest-giver was none other than Obsidian’s Chris Avellone, of Planescape: Torment and Icewind Dale fame, currently working on Project Eternity. He also holds the distinction of being a stretch goal in the Kickstarter for inXile’s Torment: Tides of Numenera.​

My reward was some xp, a few clot charms, and the interview that follows. Exploring Avellone’s dialogue trees brought to light info on Eternity, Torment, crafting open world games, and how to (theoretically) strike fear into the heart of inXile’s Brian Fargo. More on that last bit when I post my interview with Brian next week…​
 

hiver

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A much more poignant part:

You guys are kind going back a little bit old school with the 2.5D perspective. Have you been worried at all that some of the newer generation of RPG players who didn’t grow up with this, and they expect these publisher-funded blockbuster type things with full voice-acting, might look at a game like Eternity and think, you know, “What is this?”

No. Because everyone who supported our project understands what [we're going for], and they actually love to play that type of game. If the project appeals to more people beyond the backers, that’s great. But we’re not counting on it.
We certainly hope it does, but ultimately, we’re making a project for the audience that supported us, and we just want them to be happy.
 

hiver

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There was also a part where he talks about how he and Colin? were trying to buy the license from WoTC but couldnt make them ... and then he later suddenly discovered that Fargo bought the Torment IP...

But i cannot find it... i thought it was a part of that interview. Anyone has anything on that? Some other interview?

Roguey ?
 

The Great Deceiver

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
A much more poignant part:

You guys are kind going back a little bit old school with the 2.5D perspective. Have you been worried at all that some of the newer generation of RPG players who didn’t grow up with this, and they expect these publisher-funded blockbuster type things with full voice-acting, might look at a game like Eternity and think, you know, “What is this?”

No. Because everyone who supported our project understands what [we're going for], and they actually love to play that type of game. If the project appeals to more people beyond the backers, that’s great. But we’re not counting on it.
We certainly hope it does, but ultimately, we’re making a project for the audience that supported us, and we just want them to be happy.

I'd say it's more optimistic than poignant. We've been waiting a long time for someone to notice that we're even here; and that there's enough of us angry cunts to fund those games.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong

Roguey

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Lancehead

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The tale of how Brian Fargo stole the christm... Torment from MCA.
isnt that a doozy?
Eh, not sure I'd put it like that considering, from his repeated comments on visual storytelling and writing, MCA would probably won't write another game like PS:T with walls of text.
 

imweasel

Guest
A much more poignant part:

You guys are kind going back a little bit old school with the 2.5D perspective. Have you been worried at all that some of the newer generation of RPG players who didn’t grow up with this, and they expect these publisher-funded blockbuster type things with full voice-acting, might look at a game like Eternity and think, you know, “What is this?”

No. Because everyone who supported our project understands what [we're going for], and they actually love to play that type of game. If the project appeals to more people beyond the backers, that’s great. But we’re not counting on it.
We certainly hope it does, but ultimately, we’re making a project for the audience that supported us, and we just want them to be happy.
I especially liked when Josh said something like "We are changing quite a bit from the IE games. Some people are going to be real mad about that too."
(I can't be bothered to find the source)

Yeah, that was an epic quote... :D
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
Replies to an interview with Chris Avellone by mentioning Josh Sawyer. Yep, still a troll
 

BobtheTree

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Codex logic: designer likes a shitty game, hence he will make shitty games. :roll:
 

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