- Joined
- May 29, 2010
- Messages
- 36,710
Does Feargus still play games? What games he likes to play?
http://steamcommunity.com/profiles/76561197970532356
70 hours of Fallout 4.
Does Feargus still play games? What games he likes to play?
What is your opinion on deterministic versus nondeterministic combat? Would you ever try a deterministic approach?
Eugh. What a pathetic attempt to suck up to Bethesda for a tiny chance at FNV2, which Avellone himself said isn't going to happen anyway.
Would you rather have him be playing it because he thinks Fallout 4 is an excellent RPG whose brilliant design decisions make it worthy of putting seventy hours into?Eugh. What a pathetic attempt to suck up to Bethesda for a tiny chance at FNV2, which Avellone himself said isn't going to happen anyway.
Ask MCA if he would fuck tranny.
How does Larian's writing process differ from Obsidian's? What changes did you recommend there if any?
He won't be seeing them in the same day, read Jedi Master Radek's post. And they will probably avoid each other to avoid awkward situations (it's clear that his departure wasn't too pretty).(...) Ask Feargus why he fired MCA... but before he can even formulate a response - immediately turn to MCA and ask "Can you believe this guy?"
Does Feargus still play games? What games he likes to play?
http://steamcommunity.com/profiles/76561197970532356
70 hours of Fallout 4.
293 hours in X-com. LOL. And people say he hates turn-based.
Hey. What's up?
Greg "Big Tuna" Peterson was unable to write an update today as he was still recovering from his whirlwind tour of the small part of Canada that BioWare occupies. He asked me if I could write an update today in his stead.
I'd like to take this opportunity to talk about the upcoming Fan Site competition that we'll be having. We've made a last-minute change in sponsorship for the contest, so it will actually be put up sometime next week. In the meantime, think about the following things as you get your graphic juices flowing...(Dan Spitzley Style):
LAYOUT
How easy is your site to navigate? Are people able to find what they want with minimal difficulty? This is one of the most basic levels of web site design but it is, perhaps, the most important.
CONTENT
Is your content fresh and exciting? Frequent updates are virtually guaranteed to generate return visits and make your site well-liked. Low content, old content, or too much content can all affect your site negatively. If you have low content, try to supplement it or eliminate it. If you have old content you should probably try to update it. Excess content can be placed in archives for people to view if they need to, but out of the way for mainstream viewers.
TECHNOLOGY
Is your site compatible with Netscape and Internet Explorer? Is it compatible with all versions of said browsers from 3.0 up? Keep in mind that roughly a third of the people on the internet have never updated their browsers. That means that if you throw things like Flash or Dynamic HTML (DHTML) at them, their browser may not deal well with it. Be sure to test your site on a number of different browsers to make sure that everything crosses over. At the very least, provide compatible content for the lowest common denominator. The Planescape: Torment site is a good example of this. We added a low-bandwidth non-Shocked version because we knew that a large number of visitors would either not want or not be able to handle the Shocked site.
GRAPHICS
Is your site aesthetically pleasing? Do the images flow well with the layout, colors, thumbnails, and text that you are using? "More" is not always "better" in this case. Pick images and colors that are appropriate for the overall look and feel of the site.
With this in mind, put your thinking caps on and clean your mousepad as you prepare for the mighty Planescape: Torment Fan Site Contest. Have a good weekend.
Bishop Sawyer
Web Coordinator
jsawyer@interplay.com
Bro, you're not going to get even half of those questions answered, that would take hours. Select a few core questions you really want to ask, then keep the others ready IF there's enough time & goodwill.Half official version. Still taking questions, requesting feedback. Is it good? What questions should be added and what removed?
293 hours in X-com. LOL. And people say he hates turn-based.
Added numeration for easier reference, just copy and paste if you want, nothing else has been changed. It makes giving suggestions easier.Half official version. Still taking questions, requesting feedback. Is it good? What questions should be added and what removed?
Feargus
1) In the wake of RPG Renaissance there have been numerous new games coming out like Age of Decadence, Underrail, Serpants in the Staglands, Telepath Tactics and many more. Which of those less know games have you played and which you are definitely going to play? Have you been inspired by one?
2) New cRPG offerings made a genre alive again. People speak about them, people play them and quite often there are mentioned in the writing press. How many new, young players are falling in love with the genre? Have you done some market research? Is it enough to have a new generation of cRPGs players as numerous as the this one is?
3) If You ever get a chance to develop a game in the World of Darkness setting, what qualities should this potential game posses?
4) One of Obsidian cancelled project we know the least about is Dwarfs. Could you tell us something more about it and if we will ever get a chance to see those Brian Menzes concepts Kevin Saunders praised so much?
5) How is Leonard Boyarski doing? Is he working onsite?
6) After you announced Tyranny are there any unannounced secret projects Obsidian is working on left?
7) Was it you who approached Paradox about making Tyranny of was it other way around?
8) Divinity Original Sin, new X Com proved the turn based combat can be popular and profitable. Would you consider making a turn based game?
9) Obsidian is known to be a harbour for many talented people, most of them are industry veterans. But to be competitive in new cRPG filled landscape Obsidian needs the most talented people it can hire. Is there any strategy in finding those gifted professionals and amateurs and bringing them to your company?
10) When Pillars of Eternity was still in development you were taking about launching a new kickstarter. It was going to be launch in September 2013 or 2014. Was this game a Tyranny? Is this game still in production or was it shelved? Was it MCA game?
11) Why didn't Obsidian announced their next crowdfunding game yet? What are the crowdfunding drawbacks that keep Obsidian from using platforms like kickstarter more?
12) Any plans for Obsidian to use fig? If not, does that mean fig is not currently a viable crowdfunding platform?
13) It's been a bit since fig has launched. As part of the advisory council, any thoughts on its performance? Any unexpected challenges?
14) What are the differences of the today RPG market after 2012 and the old RPG market Obsidian used to deal with?
15) What is the market Obsidian is trying to appeal to with games like Tyranny?
16) Who will be the lead writer for Tyranny?
17) How many writers Obsidian will employ on Tyranny? How Obsidian plans to organize the writing on such choice heavy game?
18) What are the things Obsidian think they did right and wrong on PoE? What are the things you plan to improve in the future?
19) Did the accessibility gone to far? Are we at the point when not requiring pretty much anything from the player hurts the experience? Is it not a nature of games to require thinking and skills from a player? Isn't giving everything on a plate for a player weakening the experience, losing important aspects of what makes gaming fun?
20) What Obsidian think of nostalgia? Does a game that only appeal to nostalgia and doesn't innovate is good? Why?
21) Does you still play games? What games do you like to play? Why do you like to play them?
22) What's your dream project and do you think that Obsidian will one day realize it. On the same note, if hypothetically you didn't have to care about financial returns, what game would you make?
23) What Obsidian thinks of romances?
24) What would you do different for Obsidian if he had the power to go back in time?
25) What do you think of RPG Codex? Are you a lurker?
26) What is your opinion on deterministic versus nondeterministic combat? Would you ever try a deterministic approach?
27) What's your favorite Obsidian game and why?
28) Does Obsidian have a core philosophy on RPG design or do you design RPGs based on the feel of the moment?
MCA
1) In the wake of RPG Renaissance there have been numerous new games coming out like Age of Decadence, Underrail, Serpants in the Staglands, Telepath Tactics and many more. Which of those less know games have you played and which you are definitely going to play? Have you been inspired by one?
2) New cRPG offerings made a genre alive again. People speak about them, people play them and quite often there are mentioned in the writing press. How many new, young players are falling in love with the genre? Have you done some market research? Is it enough to have a new generation of cRPGs players as numerous as the this one is?
3) Few years ago you said you had an idea for a Star Wars cRPG set during the Empire era. Could you tell us more about it?
4) You said on twitter you were involved in a preproduction of Tyranny. How much of it will be shown in the final game? Was this involvement only on a design documents level or will we get some of your writing in the actual game?
5) How much, if any of your actual writing is in the Wasteland 2? Nathan Long said you left after finishing design documents for your locations.
6) How much of your writing will we see in Divinity Original Sin 2?
7) How does your contribution with Larian looks like? How is it different than work with Obsidian and inXile?
8) You said some of your inspirations for Torment came from Japanese RPGs. How much are you interested in Japanese culture? Do you have favorite Japanese movies or anime?
9) Do you think most of the pop culture became too conservative, is trying to stay too safe with their products? For example, Hollywood is for most part either relying on franchises and remakes. Even movies which are not remakes, like new Star Wars movie can turn out to be remakes in disguise. (Honestly, after one watch of The Force Awakens I have made a list of 70 exact ripoffs mostly from the New Hope), How much is this trend true for gaming? What it would take to change it?
10) What part of your work that was cut out was the most difficult to let go?
11) It was me who found about Van Buren trademark. Could you please explain how the work on the projects is going?
12) Don't you owe the codex some troll drawings?
13) Fans really want an RPG game with MCA being lead writer again. Will that ever happen? Even if that means working for Larian, inXile or other companies that show interest? Many think having you only write a character or two of the game or supervise lore waters down the Avellone experience.
14) What would a company need to offer you so that you would join them? Creative control of a project? Something else?
15) Are you planning to stay a freelancer for the foreseeable future or are you looking at other options as well? Like starting your own studio for example.
16) What is the difference between young Avellone at the time of Planescape Torment and today's Avellone? Is being the lead of a project too much of a burden for today's Avellone?
17) What you think of the approach of some games to storytelling like Dark Souls and like D:OS 2 where the player more discover the plot than the plot shove itself on the throat of the player? What are the advantages and disadvantages of those non-linear approaches to storytelling?
18) What are the strong points of your writing? Why gaming isn't as recognized as a storytelling medium as something like movies and books? What is lacking on video game storytelling?
19) What's your dream project and do you will one day realize it. On the same note, if hypothetically you didn't have to care about financial returns, what game would you make?
20) What you think of storytelling and player input on video games? Too much linearity and not enough reactivity?
21) How do you view your career? Is there something you regret not having done?
22) What you think of the pragmatic approach to game design vs. the creative approach to game design?
23) On the game industry, you need to do compromises, compromise on difficulty, scope, mechanics, innovation and accessibility to actually deliver a successful product, but what point those compromises become too great? Is there a point where a game can completely lose any creative and artistic merit because of those compromises?
24) How often your feedback actually do influence the final outcome of the game?
25) What's your favorite Obsidian game and why?
26) What functionalities and gameplay elements do you want to see in future RPGs?
27) Are there themes you do not include in your writing for fear of pissing people off?
Both Grimrocks did well too. So did Xulima.293 hours in X-com. LOL. And people say he hates turn-based.
I don't believe he hates turn-based games. It is just that turn-based games, in a completely unknown and new setting are potentially not profitable (for Obsidian).
NU-Xcom probably did well, just because of the name recognition (and marketing as well though).
Both Grimrocks did well too.turn-based
? whatBoth Grimrocks did well too.turn-based
?
Also, Lords of Xulima, really? http://steamspy.com/app/296570
The Grimrock games are real time.? what
EDIT : I would be interested in his answer to this question too.Speaking of Grimrock, I wonder what Obsidian thinks of blobbers as a genre and if they'd ever consider making one.