2house2fly
Magister
- Joined
- Apr 10, 2013
- Messages
- 1,877
I'm sure your memories of working on Alpha Protocol are pure poison and you'd like to forget about it, but as a player I found it amazing. I've never played a game before or since where I felt like I was making such big ripples with even tiny actions, and the fact it bombed adds to the mystique, since sometimes I didn't know what I'd done to cause something to happen the way it did- compared to something like Bloodborne, whose popularity means you can just look up any little aspect of it on the wikiI hadn't considered the animation aspect (although if you were doing a ME game, you would have to invest in that, too - I've rarely worked on a game with relationships that needed cinematics except for Alpha Protocol, and you're right, those were still an additional time sink to be sure), but adding a relationship arc can be as tough as adding another companion quest. You can sometimes unite the two, or share design and dialogue elements to make it easier, but it can be a lot more work to do properly.
Also, even when the romance is consummated, you'd still need appropriate reactivity to that (maybe not just in the core game, but in future games that save scripting states). It's likely why companion relationships were a stretch goal in PoE2: They're expensive to do.
lol you're running out of things to grill him about at this pointChris Avellone Is there any truth to the fan theory that Bethesda hate and are intimidated by the popularity of Fallout: New Vegas?
(I hope you can treat FO:NV with objectivity despite whatever ~process issues~ you may have suffered from during its development, the game's cult classic status is undeniable)