Well i shall be attending Rezzed, mainly just to see Chris Avellone and Project Eternity and Project Zomboid. Mostly just to see MCA in person though.
I would have guessed that New Vegas was your least bad RPG of all time.I would have to agree that of all the games-marketed-as-RPGs released in the last ten years I liked New Vegas the best. It was building on Bethesda though.
Best answer to "what is an RPG?" yet.games-marketed-as-RPGs
Too much Fallout 3 in it to be that.I would have guessed that New Vegas was your least bad RPG of all time.I would have to agree that of all the games-marketed-as-RPGs released in the last ten years I liked New Vegas the best. It was building on Bethesda though.
I can sort of see it working really well in a storyfag game, but I'm afraid it might blow a whole lot of exploitable/logic breaking holes in mechanical consistency and indirectly world's coherence.Pretty much, I mean, the lines along which you're thinking are the ideal. But I'm never optimistic about how much of our uneducated suggestions (mine are, at least) can actually be implemented.
I was thinking about something a bit more simple. 'Resting areas' (whatever exactly they are) wouldn't be implemented in a realistic way - where you experience every single point of the narrative, such as actually leaving a dungeon in order to rest -, but they'd represent moments when either the party could take things a bit more slow or moments of the narrative where your characters are just meant to be at their peak.
Examples of the first I can think of, are the 'relatively-mundane Wilderness' ('mundane' meaning a journey through the countryside, not the Underdark); and Dungeons where the dangers are mostly static somehow, such as traps that you mentioned, but also unintelligent monsters and sentient sentinels placed (and trapped) in specific locations and rooms. The latter comes from a Sawyer quote from earlier, whatever encounters there can possibly be in a City will assume your party is well-rested (because not only they should, but there's no point otherwise).
But the really important thing to think about, I think, is that 'resting areas' should be used in specific ways as to favor the narrative.
I can sort of see it working really well in a storyfag game, but I'm afraid it might blow a whole lot of exploitable/logic breaking holes in mechanical consistency and indirectly world's coherence.
This game isn't anymore? I haven't been following the updates very much.
it will be the best crpg ever.This game isn't anymore? I haven't been following the updates very much.
It depends on where you stand. Would you consider BG2 better than Arcanum, or PS:T better than Fallout? If yes then P:E may be better in your eyes. If not, then it won't be.It will be the best RPG since Wasteland 2, but I'm not sure that PE will be better than Fallout or Arcanum.
The real question if P:E will be a better PS:T than T:ToN will be.
The real question if P:E will be a better PS:T than T:ToN will be.
No.
What I'm expecting from PE is basically "Thought Experiment: What if Black Isle had developed Baldur's Gate instead of Bioware?"
I have more confidence in Obsidian's capabilities to pull off PS:T part of P:E than InExile's to emulate PS:T, ambition and setting notwithstanding.
It's much more than that as I see it. P:E is stated to be a more personal story, there's the concept of Souls which live on through generations, and can be asked interesting questions of.
To have a story and characters that is on par or better than T:ToN? Maybe.The real question if P:E will be a better PS:T than T:ToN will be.
I'm not speaking as such. Yes, talented people with great ambition. And that ambition is partly why I'm sceptical.You speak as if "inXile" is a person and not a whole bunch of very talented people who are very much trying to make a PS:T-like game.
You must have walls of text,
a game where the narrative is the main driving force even above the gameplay
to have combat play a minimal or at least avoidable role etc.
What is PS:T's essential design? Scripted C&C. P:E will have it. But,Remember, they promished PS:T's writing and story, not to emulate it's design like T:ToN is trying to do.
Infinitron said:But not every personal story is a PS:T. Remember, PE is quite possibly Baldur's Gate 3: The Black Hound reborn in a different setting.
Considering what they've made this past decade, no.So, apparently it was Obsidian's 10th birthday two days ago. Codex didn't notice. Should we feel bad?
The truth lies somewhere between shit and substantially worse than the IE games.This game isn't anymore? I haven't been following the updates very much.
I would however like to know the final title of this game. I don't want it called Project: Eternity, unless that is plot-relevant.