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It's just that his posts come off as genuine opinions and I can't help myself, then I realize it's another troll attempt I've been baited into. There's also some kind of second-hand embarrassment, I feel the need to correct it before anyone else reads it.
It's just that his posts come off as genuine opinions and I can't help myself, then I realize it's another troll attempt I've been baited into. There's also some kind of second-hand embarrassment, I feel the need to correct it before anyone else reads it.
That is the secret of the great trolling academy. They do pretend to be genuinely retarded and that piss of normal people. Nothing to be ashamed,just spit on him and begin ignoring(not with the button) his posts.
They don't need to change the ending. A good post-wheel DLC is all it would take. It doesn't even have to be long or heavily connected to the events of the base game. Just an isolated 6-8 hour adventure to answer some unresolved questions and provide a more satisfying ending.
Beast of Winter and many other sidequests in the game indicate that they are capable of writing a good story. The main quest was Josh Sawyer's fuck up (and it could still be salvaged with some edits), but it's foolish to deny there are many examples of good writing in the game.
Good points. The ending is really hit and miss (it has the problem of being the middle ending of a trilogy), but yeah, a bit more answering and explaining and it would be fine. Are the DLC's planned as a mini-campaign? I'm not sure what the other two are about. But it would be a good idea to round the story out. That's the nice thing about the modular system of the islands: they can add as much as they want and it would still be easier to retcon aspects they like (at least easier then what Larian does with the DE ... but I like the appoach of the Belgians more :D. God bless Swen Vincke and his obsessive hunt for the perfect game).
Quite the contrary, they are perfectly aware most people play their games for the story, that's why they have a bunch of ~* narrative designers *~ and only one person in charge of the combat systems (I think?).
I'd say it would in the context of Pillars of Eternity. In the first one, Josh was the only system designer with "additional system design" by Tim Cain.
That's the nice thing about the modular system of the islands: they can add as much as they want and it would still be easier to retcon aspects they like (at least easier then what Larian does with the DE ... but I like the appoach of the Belgians more :D. God bless Swen Vincke and his obsessive hunt for the perfect game).
Uh, you really lost me there. I mean, they designed a great combat engine. And the graphics are... well... colorful, cute and detailed I suppose, but otherwise... Their games are a huge mess setting, story, character, character development and sadly, even combat mechanics-wise (particularly the second one, with the retarded turn-order and armor systems). I really have no idea how they sell so well.
Problem with the writing in POE 2 is, that the authors thought putting as many words as possible in a single paragraph is good writing. Surprise, it is not.
I am currently playing Wizardry 6, a game not particularly known for good writing.
Here are some of the first lines POE 2 throws at you:
"An aged dwarf shares this strange floating platform with you. His face is creased by so many wrinkles that his features lie buried amid shadowy pockets of skin. Still, the dwarf's well-practiced habits have left telltale tracks of a welcoming rictus across his visage.
You can see his smile coming before it blooms, reshaping the dwarf's face from a hanging sack of flesh into something resemling an oddly-carved, merry gourd, replete with unhealthy bumps and discolored splotches."
Here a example from Wiz 6.
"Thick smoke fills the air inside this mangey den. And muddled about each of the tables, clutching a bottle of ale or steaming brew, is the wildest gang of thieves, rogues, brigands, pirates and cutthroats ever assembled under a single roof.
As soon as you enter the room, action crinds into a halt. All eyes rivet onto you and a deadly silence endues...
Glancing at each of the tables, it is amazing how much you can notice within a single second: a pile of gold coins, the faces on a deck of cards, even the chip on a corner of a set of dice. All this, and every little detail of every nasty face staring at you as well. In the odd moment you have before you think you are going to die."
Problem with the writing in POE 2 is, that the authors thought putting as many words as possible in a single paragraph is good writing. Surprise, it is not.
I am currently playing Wizardry 6, a game not particularly known for good writing.
Here are some of the first lines POE 2 throws at you:
"An aged dwarf shares this strange floating platform with you. His face is creased by so many wrinkles that his features lie buried amid shadowy pockets of skin. Still, the dwarf's well-practiced habits have left telltale tracks of a welcoming rictus across his visage.
You can see his smile coming before it blooms, reshaping the dwarf's face from a hanging sack of flesh into something resemling an oddly-carved, merry gourd, replete with unhealthy bumps and discolored splotches."
Here a example from Wiz 6.
"Thick smoke fills the air inside this mangey den. And muddled about each of the tables, clutching a bottle of ale or steaming brew, is the wildest gang of thieves, rogues, brigands, pirates and cutthroats ever assembled under a single roof.
As soon as you enter the room, action crinds into a halt. All eyes rivet onto you and a deadly silence endues...
Glancing at each of the tables, it is amazing how much you can notice within a single second: a pile of gold coins, the faces on a deck of cards, even the chip on a corner of a set of dice. All this, and every little detail of every nasty face staring at you as well. In the odd moment you have before you think you are going to die."
Honestly this is one of a few instances where I'm glad my native language isn't English because these kinds of flowery writing (not to the agressive level of suck-out-all-your-will-to-live though) help my vocabulary so much. It's mainly why I'm a big fan of Cormac McCarthy's paradoxical writing style despite having a hard time finishing his books.
Having low standard in RPG has an upside I guess
Uh, you really lost me there. I mean, they designed a great combat engine. And the graphics are... well... colorful, cute and detailed I suppose, but otherwise... Their games are a huge mess setting, story, character, character development and sadly, even combat mechanics-wise (particularly the second one, with the retarded turn-order and armor systems). I really have no idea how they sell so well.
Eh, I disagree. I think the writing and story got better with the second game (and even better, when they rewrite the third act) and I like the combat, but discussing things like this on the codex is like trying to piss on an tornado and still expecting not to get wet.
But what the OS - Games have over Pillars is the MP- Aspect. Even if you don't give a shit about the story, doing weird stuff together IS fun. Swen wanted to implement this from the beginning and I think this boosted the sales. People like to do stuff together and building towers out of deathfog barells is more fun, if you do it with an audience. I think you can't underestimate this social aspect. Humans are social creatures (and yes, bitching about RPG's you hate on a board does count).
Problem with the writing in POE 2 is, that the authors thought putting as many words as possible in a single paragraph is good writing. Surprise, it is not.
I am currently playing Wizardry 6, a game not particularly known for good writing.
Here are some of the first lines POE 2 throws at you:
"An aged dwarf shares this strange floating platform with you. His face is creased by so many wrinkles that his features lie buried amid shadowy pockets of skin. Still, the dwarf's well-practiced habits have left telltale tracks of a welcoming rictus across his visage.
You can see his smile coming before it blooms, reshaping the dwarf's face from a hanging sack of flesh into something resemling an oddly-carved, merry gourd, replete with unhealthy bumps and discolored splotches."
Here a example from Wiz 6.
"Thick smoke fills the air inside this mangey den. And muddled about each of the tables, clutching a bottle of ale or steaming brew, is the wildest gang of thieves, rogues, brigands, pirates and cutthroats ever assembled under a single roof.
As soon as you enter the room, action crinds into a halt. All eyes rivet onto you and a deadly silence endues...
Glancing at each of the tables, it is amazing how much you can notice within a single second: a pile of gold coins, the faces on a deck of cards, even the chip on a corner of a set of dice. All this, and every little detail of every nasty face staring at you as well. In the odd moment you have before you think you are going to die."
Problem with the writing in POE 2 is, that the authors thought putting as many words as possible in a single paragraph is good writing. Surprise, it is not.
I am currently playing Wizardry 6, a game not particularly known for good writing.
Here are some of the first lines POE 2 throws at you:
"An aged dwarf shares this strange floating platform with you. His face is creased by so many wrinkles that his features lie buried amid shadowy pockets of skin. Still, the dwarf's well-practiced habits have left telltale tracks of a welcoming rictus across his visage.
You can see his smile coming before it blooms, reshaping the dwarf's face from a hanging sack of flesh into something resemling an oddly-carved, merry gourd, replete with unhealthy bumps and discolored splotches."
Here a example from Wiz 6.
"Thick smoke fills the air inside this mangey den. And muddled about each of the tables, clutching a bottle of ale or steaming brew, is the wildest gang of thieves, rogues, brigands, pirates and cutthroats ever assembled under a single roof.
As soon as you enter the room, action crinds into a halt. All eyes rivet onto you and a deadly silence endues...
Glancing at each of the tables, it is amazing how much you can notice within a single second: a pile of gold coins, the faces on a deck of cards, even the chip on a corner of a set of dice. All this, and every little detail of every nasty face staring at you as well. In the odd moment you have before you think you are going to die."
I think the difference is Wizardry 6 description sounds like DM setting up a scene for his roleplaying party in a sense it's not just fluff but also establishes points players can interact with if they have no initiative of their own.
Naturally it reads like DM, because wiz6 has basically same grey wall tileset when you get the text so without the text you would not know what is actually there. When PoE describes shit it has together with
isometry
high res character models
voice, music, weather effects
possible portraits
animations
it just seems unnecessary
there are good examples in Deadfire but not many. good example: gulag and captain that does particular thing with his hands and items on the table, and using this description you can pick correct question and persuasion option.
Uh, you really lost me there. I mean, they designed a great combat engine. And the graphics are... well... colorful, cute and detailed I suppose, but otherwise... Their games are a huge mess setting, story, character, character development and sadly, even combat mechanics-wise (particularly the second one, with the retarded turn-order and armor systems). I really have no idea how they sell so well.
Eh, I disagres. I think the writing and story got better with the second game (and even better, when they rewrite the third act) and I like the combat, but discussing things like this on the codex is like trying to piss on an tornado and still expecting to don't get wet.
But what the OS - Games have over Pillars is the MP- Aspect. Even if you don't give a shit about the story, doing weird stuff together IS fun. Swen wanted to implement this from the beginning and I think this boosted the sales. People like to do stuff together and building towers out of deathfog barells is more fun, if you do it with an audience. I think you can't underestimate this social aspect. Humans are social creatures (and yes, bitching about RPG's you hate on a board does count).
Thank you for the answer.
I also forgot to mention the facepalm itemization...
But I suppose you're right. People probably enjoy doing silly/creative stuff... and playing together/showing off. The nice physics engine and creative freedom surely helps a lot.