Sykar
Arcane
Asking for PoE to not be shit really isn't asking very much.
I have not really followed up on PoE but why is it getting so much flak in a nutshell?
Asking for PoE to not be shit really isn't asking very much.
Passionate? Thought we'd just been over that.Everyone has their obsessions on stuff, though. I wouldnt want someone as lead who didnt have something they were obsessed over that they really were passionate about expressing in a game. Sawyer is big on history (cultures, practical armor, etc) and balance. Well, good. I may not agree with every single design decision (wizards, recent armor changes, etc) but at least these decisions are coming from a good place and from someone who is passionately implementing them to make what they believe would be a great game.
Some people think that the combat and mechanics are not just very different from the IE games, but also very lackluster in comparison.I have not really followed up on PoE but why is it getting so much flak in a nutshell?
Thanks.
combat in general is a lot less tactical
Infinitron said:So, Pillars of Eternity. It seems like you reduced the durations of buffs and debuffs to make combat more tactical, instead of being all about casting a bunch of long-duration buffs and steamrolling the dungeon with long-duration debuffs. But it seems like some players have reacted to that by deeming those buffs and debuffs utterly non-worthwhile and defaulting to damage-based builds and tactics. Paradoxically, making combat seem a lot LESS tactical to those players. How do you deal with that?
Well, I sure as hell don't know about you guys but creative stuff I've done have had very different emotional investments on my part. You can do something creative without being 100% emotionally entangled with it, and you can still feel proud of it and have a real sense of accomplishment over it. I think Josh is one game-designer that actually feels like he dives into his work and takes it seriously. Why the hell do you think he posts youtube vids, answers retarded questions and posts on forums about game-mechanics otherwise? Not exactly a lot of devs do that (especially not ones part of bigger companies). But no, clearly he doesn't give a fuck and does that only for his paycheck.
Drawing a comparison between making a game and going to a concert is completely fucking retarded. And that's not even going into the fact that, well... do you really think artists have the same creative output and drive all the time? Do you think they burn equally for all their material? Do you really think that they're always on top of their game whenever they throw a concert? If you expect that, you're setting yourself up for disappointment. What you can expect is that they act professionally and give 100% of whatever they've got on the night. But to keep the same level of passion burning at all times? Please.
If you think Josh (or any other game-designer), after all these years in the game-industry (15 at least I think?) is gonna throw himself into a project (for a company as big as OEI) with the same fire and eagerness as an indie-dev just starting out, then... well, what the fuck are you smoking? Talk about an easy way to burn yourself out.
That does not mean that he doesn't give a shit any more, and it doesn't mean he isn't creative any more. Jesus.
It was learned over time.You mentioned before that anything you create is owned by other parties, so you know not to get attached to things you're writing. Did you have that attitude when you started out as a creative chap at Black Isle, or was it learned over time?
If you're working for someone else, don't ever forget that the game you're working on does not belong to you.No Fallout or Bethesda questions--but any comment on G:SS? You mentioned that failure is an excellent teacher, and not to say that G:SS was a failure, but clearly things didn't work out there. What did you take from that experience?
Yeah, but that isn't true in this case! They aren't working for "someone else." And I still think that that mentality is poison when working on a creative project.
Just sent this question to Josh's tumblr:
That's not the problem.
This all seems to be dramatically blown out of proportion. People's views and emotions are fluid. I'm sure Josh's passion for the project has waxed and waned over it's course, as most anyone's would. I expected Obsidian to make an IE style game since that's what people gave them money to do, I didn't expect its employees to regress to their teenage years and blow their loads over having the opportunity.
Take anything you've done for 15-20 years. Could you ever recapture the same feelings for that task now that you had when you started? I'm sure everyone would agree that it only occurs in rare circumstances.