IHaveHugeNick
Arcane
- Joined
- Apr 5, 2015
- Messages
- 1,870,558
Act 2 railroaded finale is a total boner killer. You put in all that work balancing different factions, and in the end none if it matters. The game never picks up after this.
Well it did not last as i dropped the game shortly after act 2...
Not a bad game at all but something is definitively wrong with it IMO. I think it may mostly be the setting (boring locations, boring town) and still too much linear to my taste.
Act 2 railroaded finale is a total boner killer. You put in all that work balancing different factions, and in the end none if it matters. The game never picks up after this.
the part that annoys me is that he is still dressed like a member of the leaden keywhen he walks in. imagine that scene in the dark knight where the joker tries to kill gordon by dressing up as a police officer and change it so t hat the joker just walks up to the podium from the middle of the street and shoots at him
They made some good improvements to the area and quest design in the expansions (there is more room for stealth and non-lethal solutions, instead of just having to clear the dungeons of all enemies). They included more of the CYOA segments and also enhance them (you can use spells and talents in some interactions, for example).So I started playing PoE again from the start. I gotta say, it's definitely a better experience this time around, not that I vehemently hated the game at release either (like most), but it certaintly had alooot of shortcomings, mostly noticeably the combat.
Enjoying myself so far, and I guess the story is what it is.. somehow it draws me in more, perhaps because combat is less of a clusterfuck than before. The constant exposition is the same (shit) but once you ignore that, the game flows quite well.
I'm not sure if I should get White March or not... is it really worth it? I mean the extra story and quests, compared to the main quest? Hmmm.. I can get it for like 10 euro for PART I and II at cdkeys. Hummm
also i feel like it would be in everyones best interests to arrest the dude?
and then have a trial?
Rev You forgot to add that they actually patched in better pacing by removing some mobs in some areas due to player complaints of tedium.
True! But the Dozens leader says "NO! AVENGE THE DUC!" So it always felt weird to me. Also because this was in the playthrough where I made the Duc pro-animancy, so if I was the dozens leader I would have been like "oh well there you have it, even if it was gonna be legal, these people are lunatics."also i feel like it would be in everyones best interests to arrest the dude?
and then have a trial?
Well, the Dozen losing their shit when the Duc got whacked was pretty much a given - they're the most anti-animancy faction in the game. So that part at least is logical.
At the time the Duc is assassinated, he hasn't taken any part in the game's story, the player hasn't even seen him in person, and he means absolutely nothing to the player. What is supposed to feel shocking here? The quality of the writing makes it impossible to warm-up the player and raise his interest in advance of first meeting the Duc. The player ends up not caring one bit about the Duc's assassination. Just one more in-engine cutscene where there is some dialogue and someone is killed at the end.
It's about the fate of the city and animancy, etc.
That would be akin to a king signing some sort of treaty and getting poisoned making a toast to said treaty right after. Would the treaty still stand? Probably not.
The duc's assassination at the apparent hands of an animancer had caused catastrophic rioting in the streets of Defiance Bay, but those who had escaped the melee in the palace hearings remembered the testimonies of the strange guest who had shown up that day and absolved animancy, implicating the Leaden Key instead.
The rumor spread quickly, and soon the popular belief was that the assassin had been a Leaden Key spy.
When the Legacy had lifted, people came to see it not as a sign that the riots had been according to the gods' wishes, as Thaos had hoped, but as a confirmation that animancy had never been the source of the problem in the first place.
Dyrwoodans instead convinced themselves that the riots had somehow purged Defiance Bay of Leaden Key spies, and that the end of Waidwen's Legacy was their well-deserved reward.
The rage against animancers was quickly forgotten, and those who had survived were permitted to return to Brackenbury Sanitarium and rebuild it so they might resume their studies.
That would be akin to a king signing some sort of treaty and getting poisoned making a toast to said treaty right after. Would the treaty still stand? Probably not.
The Sanitarium does get burned down no matter what you do. This is how the ending explains it, in case you forgot: http://pillarsofeternity.gamepedia.com/Endings#Animancy
Looking Back and Moving Forward with Pillars of Eternity
'Pillars of Eternity' is a crowdfunded PC RPG with its roots in 'Baldur's Gate', 'Icewind Dale', and 'Planescape: Torment'. Creating a spiritual successor to such beloved games after more than a decade presented a number of challenges. This talk looks at several of these problems and examines how the team at Obsidian attempted to achieve a classic look and feel while accounting for contemporary design sensibilities. The session will also show what Obsidian learned from its successes and failures and how the team plans to apply those lessons in the future.
Takeaway
Attendees will gain insights into the benefits and pitfalls of making a "retro classic", especially for a crowdfunding audience that is emotionally (and financially) invested from the start of the project. Special emphasis will be given to feeling and its significance to players.
Intended Audience
This talk will benefit anyone involved in the creation of retro classic / "old school" games as well as people involved in working with an active community of crowdfunding backers. The lecture will use RPG terms, but will not require deep RPG knowledge.
Josh Sawyer | Design Director, Obsidian Entertainment
Attendees will gain insights into the benefits and pitfalls of making a "retro classic", especially for a crowdfunding audience that is emotionally (and financially) invested from the start of the project.
Benefit: some guy will send in more, better QA feedback than the QA people you're actually paying
Pitfall: he will lose his mind and completely turn against you when it turns out you weren't making the game he wanted
Oh look a storyfag. How about the actual gameplay? You can read about past lives and other nonsense in books you know, and where it's actually good.