Hoaxmetal
Arcane
- Joined
- Jul 19, 2009
- Messages
- 9,173
Oh fuck of with this BS, since when the Codex turned into the champion of our society?Not at some guy doing his civic duty by reporting this shit.
I wouldn't be surprised if MCA left this thread seeing how did it turn out.
Hope so. But we can never be sure about the mental state of Codexians.Oh fuck of with this BS, since when the Codex turned into the champion of our society?Not at some guy doing his civic duty by reporting this shit.
I wouldn't be surprised if MCA left this thread seeing how did it turn out.
Oh relax grandma, its all in good fun. Doubt he'd do it.
Hope so. But we can never be sure about the mental state of Codexians.Oh fuck of with this BS, since when the Codex turned into the champion of our society?Not at some guy doing his civic duty by reporting this shit.
I wouldn't be surprised if MCA left this thread seeing how did it turn out.
Oh relax grandma, its all in good fun. Doubt he'd do it.
Aside from making up what Obsidian chose to never pay me, I set aside a legal fund to deal with any repercussions, and I will fight anything they bring to the table, tooth and nail. I welcome it.
Hurry up Paradox!Chris Avellone said:But it's all okay - Paradox has already been in touch, and they aren't too happy with how Obsidian handled the work they asked for. Future revelations will likely be much more fun than mine.
Gamers. Gamers never change.So long as their games are good, who cares how they treat people. Just give me a good rpg and take my money.
But that mentality I guess he was completely okay with the shit Weinstein did.So long as their games are good, who cares how they treat people. Just give me a good rpg and take my money.
Chris Avellone is not swearing off publishers or AAAs. He's kind of doing the opposite of that - by implicitly making the point that Obsidian has had to resort to a more "indie" form of game development because they were too incompetent to work with AAAs.
I think the potentially more interesting answer would be to the second part of the question. I'm genuinely curious how a writer with as much experience as MCA would not stick to a word count. That's fairly basic craftsmanship. Was everybody else exceeding their word counts to equal measure and he wanted in on the action? Was he too high to give a shit? Did he want to punish the narrative lead? The people have a right to know.
I already pointed this out before, but in his interview with the Codex, Eric Fenstermaker said that the primary bottleneck for Durance and the Grieving Mother wasn't the amount of text, but Obsidian's own absurd guidelines that a significant amount of all text must be voice acted.I think the potentially more interesting answer would be to the second part of the question. I'm genuinely curious how a writer with as much experience as MCA would not stick to a word count. That's fairly basic craftsmanship. Was everybody else exceeding their word counts to equal measure and he wanted in on the action? Was he too high to give a shit? Did he want to punish the narrative lead? The people have a right to know.
Deadfire blowing past its word count without Avellone's presence is proof that everyone's doing it, but Fenstermaker said that Avellone's were significantly longer than everyone else's, so it's not quite "equal measure." It's certainly a failure of the project director not to crack down on this, though his intentions are good (most people want RPGs with a lot of content) .
The cuts came for length. The three limiting factors were time to implement, art resources for the dream sequences, and VO budget. There was a target length we had set upfront for all companions, and we had to stick to it. Otherwise we'd be, for example, voicing maybe one out of every six lines for Durance and the Grieving Mother, and it'd be conspicuously incongruent with the other companions, who had maybe 2/3 of their lines voiced. Unfortunately in this case it meant cutting down characters that had had a lot of research and creative energy invested in them, and there were some good ideas there that it would've been interesting to explore. It was a shitty thing to have to do, but we'd never have been able to implement the original versions in time to ship.
There are posts he made in this very thread where he explained what the primary issues were.I already pointed this out before, but in his interview with the Codex, Eric Fenstermaker said that the primary bottleneck for Durance and the Grieving Mother wasn't the amount of text, but Obsidian's own absurd guidelines that a significant amount of all text must be voice acted.
The three limiting factors were time to implement, art resources for the dream sequences, and VO budget
Otherwise we'd be, for example, voicing maybe one out of every six lines for Durance and the Grieving Mother,
Memphis Belle.While we're waiting for Chris to get drunk and post more saucy info, somebody recommend me some recent movie to watch. A thriller or a war flick preferred.
More Russian intervention i see. Maybe i should send this post to CNN or some other retarded news network in usa.
Indeed, and it only supports what I said:But even Chris Avellone, who clearly is out to make Obsidian look as capriciously incompetent as possible, commented on all three reasons that Eric mentioned.
The art for the dream sequences would have required maybe 12 images, and it was designed so you could do 1 large image and split the scene, so each image could be repurposed. I will say there were other cuts (the GM’s special Planescape-y weapons and Durance variant equipment) that were just simply dropped and would have required little in the way of resources – it was more a matter of will vs. time in some instances.
That said, for the Eternity companions, I didn’t mind any cuts for length (it only took me a few hours to fix, which is nothing)
More Russian intervention i see. Maybe i should send this post to CNN or some other retarded news network in usa.