Maybe the conflict Feargus had with Ziets on Dungeon Siege 3 is the reason he didn't want him to be the lead on PoE? Wouldn't surprise me considering how big his ego comes off from the stories in MCA's posts.This has been hinted at for quite some time.holy shit Feargus killed DS3??
Josh Sawyer said:I had virtually no involvement in Dungeon Siege 3, but I believe that's a question for Feargus.Can you explain the reasoning behind the gun witch's character design in DS3? It's really disappointing to see such obvious and cliche cheesecake after the progressive and positive treatment of female characters in FONV.George Ziets said:Good question, Kevin. The DS3 story went through so many rewrites that I don’t remember exactly where it was when you left the company, but I’m sure it was early in the process – probably right after I finished the Ehb sourcebook.Kevin Saunders said:I've got one for you George: when I departed DS III in June 2009, the creative foundation you were laying was awesome. I expected another story masterpiece. But the final game (10/2011) didn't excite most critics with its story. What the heck happened? =)
My early drafts of the story were truer to my usual narrative tendencies. They were more personal - focused on the player – and they depicted a “grayer” version of the Legion. One of the storylines – possibly the one you remember – also included a lot more supernatural elements.
However, it was decided (above my pay grade) that we should keep the story focused on a threat that affected the nation or the world. Also, there was a desire to ensure that the Legion was clearly Good. I think the underlying impulse was to avoid a lot of narrative complexity, which makes sense in a franchise like Dungeon Siege.
So at that point, I started a long cycle of story revisions. Normally, the iteration process is where your story gets progressively stronger. But in this case, I remember feeling that we’d ended up with a weaker, more watered-down story than some of the earlier versions.
And thenGeorge again said:Yes, definitely. First, we were bound by the Dungeon Siege license, and the DS world is a fairly standard fantasy setting, albeit with a few twists. Second, Higher Powers wanted DS3 to be more mainstream… and not a personal storyline like MotB. Third, narrative was not a top priority on DS3, so the story and setting got less attention and resources than combat and gameplay.Is there any particular reason why Dungeon Siege III wasn't more unusual?
So Richard Taylor wasn't the reason Dungeon Siege 3's story sucked?
Richard Taylor is never cited as the reason any game sucked, ever. That guy is amazing.
The Codex dilemma: the guy who wants sexy women in video games also wants bog-standard save-the-land storylines.
Tried to paint my take on this thread and ended up with this. I don't know what to make out of this.
Doesn't seem likely to me, given that after DS3, Ziets became creative lead on Stormlands and only left because he was laid off when it was canceled.Maybe the conflict Feargus had with Ziets on Dungeon Siege 3 is the reason he didn't want him to be the lead on PoE? Wouldn't surprise me considering how big his ego comes off from the stories in MCA's posts.
Because character progression and failure are also intrinsic to the simulationist nature of cRPG gameplay, because the ability to make different choices is the ability to make bad choices, and you learn with experience so you get XP. It’s self-explanatory.Why tho? What does picking the right dialogue option to get the most XP add to the, pardon me, experience?
Because they are games? Look, just because you try to simulate aspects of the real world in a fictional game world does not mean they are all about simulation. No, they are not. They are about attempts to surpass challenges in this fictional world. The difference between cRPGs and other genres is that your gameplay is governed by stats, skills and you have more narrative choices. That’s it. Thinking that cRPGs or other games are like books or movies is a confusion. You are right that this creates a tension between traditional narrative structures and gameplay, but that’s because narrative structures in cRPGs are different, they need to make concessions to gameplay. Besides, notice that the character building vocation of cRPGs aims to realism, not simulationism unqualified. That's a big difference. Simulationism for the sake of it and dissociated of stats and skills has very little to do with cRPGs. Darklands has better simulation than Skyrim, even though it has worse graphic fidelity.And why do people even assume that computer simulated worlds have anything at all to do with traditional games and sports?
So games that make choices governed by stats are CYOA, while games that make you decide by trial and error are more cRPGish? That’s an inversion of values. Gameplay in cRPGs are and should be governed by stats, at least most of the time. Besides, it’s false that all dialogue options in Age of Decadence are transparent that way. Some options require your discernment to understand the consequences, no matter how good your stats are. Another day, another player buthurted by stats hurting much immersion and making a caricature of Age of Decadence. Why I’m not surprised?Adding stats to dialogue makes it feel like a CYOA though, doesn't it? Combat can get away with it because it can be hundreds of rolls in just one encounter, never mind over the course of an entire game. That lets the randomness of rolls even itself out over the course of the fight. Adding rolls to dialogue either feels frustrating and gamey in a way that pulls you out of it (e.g. 60% chance to get Eden to kill himself; such roleplaying). And doing it without rolls just gets you boring crap like Age of Decadence, where with the right social skills you walk around literally erasing settlements from the map with your tongue, the correct dialogue options helpfully pointed out to you by the UI. It's just gambling or heavy-handed railroading.
Maybe he was included in the layoffs because Feargus didn't like him With Stormlands, Ziets was still in the company and Feargus didn't have the "he's out of house" excuse, and there was nobody else to take up the lead writer task (because it would've been too much for Eric to work on South Park as well as an AAA project, compared to PoE's AA size).Doesn't seem likely to me, given that after DS3, Ziets became creative lead on Stormlands and only left because he was laid off when it was canceled.Maybe the conflict Feargus had with Ziets on Dungeon Siege 3 is the reason he didn't want him to be the lead on PoE? Wouldn't surprise me considering how big his ego comes off from the stories in MCA's posts.
as expected from todd "gorilla grodd" howardChris 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)
I honestly have no idea. Whenever I have met/spoken to Todd Howard, he was always very pleasant and didn't seem pissed or resentful or anything of the sort.
Not diverse enough?Those portraits have been changed in the final game if you look at the streams (there's a reason they were all removed from the last beta update)
Its funny the leaker of that info being you and blaming Obs afterwards, also you
But Feargus wouldn't bad-mouth Bethesda in public, so anything he said in this sense could be read as "let's not burn bridges".
In other news, the Fearg is suddenly active on Twitter again, posting pictures of dogs and license plates and other things to demonstrate how completely unconcerned he is about any of this.
https://twitter.com/Feargus
Chris Avellone, why would you have chosen Ziets over Fenstermaker to work as the Creative Lead of Eternity? Ziets was brought in as a strech goal to work on the game and wasn't a full time employee at Obsidian (afaik). Wouldn't that have been a bad management decision and alienated rest of your writers and driven them away from the company? I imagine a Creative Lead position given to an outsider wouldn't have resulted in much joy with the full time writers you had to choose from.
Q: Selling up to a publisher brings with it a certain kind of security, and Obsidian hasn't done that yet. There's a lot more independent studios now than ever before, but they're much smaller. Does working on the scale you have require a different approach? Is there a common law when it comes to surviving as an independent in this business?
FU: Actually, it feels more dangerous. When you're a five-person studio you can all go unpaid for a while. I've got 200 people and they've all gotta be paid. That changes your whole mindset. That totally matters. I want everyone who works at Obsidian to always have a pay cheque. The owners have taken periods of time where we didn't get paid, but it's our company - we can do that. But everyone else has always been paid for more than 13 years.
The challenge is that that means there's always a gun to your head. So that's the game, right? 'Developer, you need to do this.' But I don't think I should do that. 'Well, then you don't get paid.' I want to pay my people, so the math is pretty simple.
Q: The math is simple, but not every company finds the answer. When you've got a gun to your head the challenge is also to stay honest.
FU: It is. Well, you have three choices: you can spend your own money, you can lie, or you can do what you're told. And, generally, we've always chosen that we'll just do what we're told - even when we don't believe in it.
I think that's maybe the difference now from where we were before. I also know this - and I'd give this piece of advice to anybody, and it's hard to do and it's hard to take - when you have that gun to your head you've got to get the gun away. At some point in time you have to go, 'I'm not going to keep on doing this.' I solve a short-term problem so my people will get paid, but to do that either I'm going to feel dirty or I'm going to tell those people that, guess what? All of your creativity doesn't matter. You have to do what our publisher tell us.
In other news, the Fearg is suddenly active on Twitter again, posting pictures of dogs and license plates and other things to demonstrate how completely unconcerned he is about any of this.
https://twitter.com/Feargus
Actually, with a Feargus message/tweet, you have to look a little closer for subtext.
In this, it's an indirect way of patting-self-on-the-back as Feargus is trying to showcase what a hard worker he is by leaving work so early in the morning - implying he’s been burning the midnight oil, like the rest of the dev team.
Dev team: my condolences.