Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Preview Pillars of Eternity Post-E3 Preview Blitz + New Screenshots

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,888
Fact that you can turn them off doesnt make it any less derpy. I bet they start on by default.
Transparency is a good thing. If a decision I make modifies something, I want to know about it.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,231
Location
Azores Islands
They're reputation/disposition modifiers and you can turn them off.

Fact that you can turn them off doesnt make it any less derpy. I bet they start on by default.

zehir04.jpg


Is that [Bluff] tag on the first option in this Storm of Zehir dialogue screen derpy?

Nope, it's a skill use prompt. I thought this

Narration and dialogue choices are key factors to Pillars of Eternity as depending on how a situation is approached, the outcome will be different. This all ties into their Disposition Reputation System which tracks just what kind of a person you are. This is represented through minor and major choices when selecting dialogue (Hardcore players can turn off the visual indicators), crafting the protagonist’s demeanor. Choosing to be diplomatic, honest, aggressive, or something else will shape what kind of person the protagonist ends up being, even unlocking different pieces of dialogue for given situations.
sounded like a more visual representation of how choices affected your alignment, like ME and DA2 did. If that's not the case, and the system is similar to the skill prompts like SoZ, New Vegas and AoD, then i'm okay with that.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,044
Codex Year of the Donut 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
There are people who would say that the skill prompts are a decline too. "The player shouldn't know that it's a bluff cuz that'll make him automatically click that choice instead of reading."

In terms of "feel", I don't see much difference between a

[Bluff] Shipment! From the locals. Sent us as a delegation to greet you!

that checks your Bluff skill, and a

[Sneaky] Shipment! From the locals. Sent us as a delegation to greet you!

that increases your "Sneaky" disposition.

The problem with Mass Effect-style "morality icons" is that the underlying "good/evil" dichotomy that they represent is inherently shallow and predictable. It's not the icons themselves that are a problem. The dialogue would be equally shallow without them.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,231
Location
Azores Islands
Dual morality systems are absurd i agree, in the case of those bioware games i mentioned, everything was either good or bad, there was no "in between". I like how AoD deals with this, it takes into account your decisions and affects gameplay dialogue choices without labeling you as either evil or good. For example, if you kill a lot of people, you can get dialogue choices that reflect that and work to your favor, thats a better system.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,993
"Have you ever heard about a little and obscure game called Darklands :asd ?"

Yes, different game, different style, and different era. There is absolutely no need of this when the dialogue window does the EXACT same thing and doesn't pull you out of the game.


"It's better than just having these actions in a dialogue menu, like Torment or AoD."

It's worse.
 

hexer

Guest
  • As the game starts, your player-character is on a caravan to something called the Gilded Vale. Your guy or gal falls sick, and the caravan has to stop for the night. Things do not go as expected.

The main character's sick at the start of the game? Hope they're not rehashing Van Buren's plot in some way :(
 

Crooked Bee

(no longer) a wide-wandering bee
Patron
Joined
Jan 27, 2010
Messages
15,048
Location
In quarantine
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
  • As the game starts, your player-character is on a caravan to something called the Gilded Vale. Your guy or gal falls sick, and the caravan has to stop for the night. Things do not go as expected.

The main character's sick at the start of the game? Hope they're not rehashing Van Buren's plot in some way :(

Even if they are, the game is so completely different that I doubt that could matter much ;)
 
Unwanted

Xu Fugui

Unwanted
Joined
Apr 15, 2014
Messages
253
Location
香巴拉
Those sound stupid and just seem unneeded. They won't add anything to the game
They add to the game same way music, animations, character portraits and all that stuff adds to a game. I think the vignettes are a great idea for increased atmosphere without a significant increase in resources spent on these interactions.
 

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
Those sound stupid and just seem unneeded. They won't add anything to the game
They add to the game same way music, animations, character portraits and all that stuff adds to a game. I think the vignettes are a great idea for increased atmosphere without a significant increase in resources spent on these interactions.
Beats cutsceens on all levels, that's for sure.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,993
"They add to the game same way music, animations, character portraits and all that stuff adds to a game. I think the vignettes are a great idea for increased atmosphere without a significant increase in resources spent on these interactions."

\They add shit and take you of the game. It will hurt atmosphere not help it. They do NOTHINg that the dialogue box can't accomplish hence FAIL use of resources. They aren't horrible and won't festroy the game but it certainly won't enhance the game in any meaningful way. What do they do better than the dialogue can? NOTHING.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Volourn has one of his 1/year moments of clarity.

They really don't do anything that couldn't be done in dialogues.
But lol Sawyer doesn't want binary choices in dialogues so now they're out of the dialogue in a different window. Improvement, even innovation, I would say. :hearnoevil:
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
"They add to the game same way music, animations, character portraits and all that stuff adds to a game. I think the vignettes are a great idea for increased atmosphere without a significant increase in resources spent on these interactions."

\They add shit and take you of the game. It will hurt atmosphere not help it. They do NOTHINg that the dialogue box can't accomplish hence FAIL use of resources. They aren't horrible and won't festroy the game but it certainly won't enhance the game in any meaningful way. What do they do better than the dialogue can? NOTHING.
You know for some people a nice hand drawn transition screen adds to the atmosphere.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,044
Codex Year of the Donut 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
Volourn has one of his 1/year moments of clarity.

They really don't do anything that couldn't be done in dialogues.
But lol Sawyer doesn't want binary choices in dialogues so now they're out of the dialogue in a different window. Improvement, even innovation, I would say. :hearnoevil:

Portraying a particularly dynamic or action-packed event in dialogue, while you can see your character standing in place doing nothing, is rather awkward.

pe-jumpOverBridge.success.1200.jpg
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,231
Location
Azores Islands
If the text adventure goes fullscreen and then with the appropriate transition from that to the consequences of your actions, i dont see how that would be jarring in any way, in fact i think it would be an improvement on the traditional rpg gameplay.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Worked well enough in PST.

I guess I can see the attraction to show them in a story-like manner similar to Darklands, but when you have Sawyer or well.. Roguey, droning on about choices that only involve character skill (which is terrible in an RPG did you know) and then have this it's pretty funny or something
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
Pretty sure there would be a bunch of (reviewer) complaints about walls of text and lack of animation if it was done through a regular dialogue window.
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
P. sure there wouldn't, or it'd be a reviewer that would complain about that either way.

Anyway why is this such a topic of contention
 

AbounI

Colonist
Patron
Joined
Dec 2, 2012
Messages
1,050
About the statchecks/skillcheck, does anyone know how it works?

11230.jpg


Will the game determine automatically whose character is chosen for the check or will the player have the choice of the character (like in Storm of Zehyr)?unless it only concerns the PC for all the skillchecks?

But in case of the screen, the constitution or athletic checks must apply to the whole party, as it concerns everyone in the party.Realms of Arkania managed to do that.Hope it will works that way too.Further than that, if some are injured, wounded, ill, tired, etc etc, some adjustment are needed for those characters
These kind of things are easy to be broken in a party based cRPG, less in a lonely character
 
Last edited:

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,353
The text adventures are fucking awesome. They look awesome, they feel awesome, and they will be fun in and of themselves. So fuck you. :yeah:
 

Anthony Davis

Blizzard Entertainment
Developer
Joined
Sep 7, 2007
Messages
2,100
Location
California
There is a really nice effect when the images for the text adventures blend in, and most of them have nice sound effects as well.

The text adventures were one of my favorite parts of Darklands and Space Rangers - and those were heavy influences for PoE I think.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom