Ok, DarkUnderlord, mate. That's a lie. You live in AUSTRALIA. Don't be surprised to see a rat that is smaller than in your country, they are smaller elsewhere, mate.
Could you talk a bit about the differences between the Caesar's Legion that appeared in New Vegas and the original concept of Caesar's Legion in your version of Van Buren?In a game world built around factions, you HAVE to have symmetry in order to achieve a proper agonistic choice when the player has to take a stance.
Yes, this. Totally agree. I felt FNV made Caesar's Legion "choice," mostly garbage and unfulfilling, when one could have included more room for player choice.
But aren't asymmetries, arbitrary as they may seem, more interesting and believable than perfect symmetry? Symmetry always feels formulaic to me, while asymmetry feels more natural.
In a game world built around factions, you HAVE to have symmetry in order to achieve a proper agonistic choice when the player has to take a stance.
Plus in a system where everything makes sense because it is authored (even procedural worlds derive from a seed, i.e. a kernel of "sense"), asymmetry is an illusion (a crafted one that gives the impression of a living, breathing world when properly done, but an illusion nonetheless).
What feels contrived however is when you only have binary options, that forces the player's hand into going into one extreme or the other. Usually introducing a third option is enough to break this abusive symmetry, be it a moral one (good vs evil), a functional one (resolving a quest by sneaking vs combat), or one that spans worldbuilding as a whole (Legion vs NCR for example). In all those cases a third option introduces some salutary wiggle-room for the player, but also by breaking the binary logic enables us to choose, mix and match approaches, instead of emphasizing two other-end-the-spectrum elements.
Right, this is where your different priorities are apparent. Sometimes these asymmetries are arbitrary, but sometimes the game designer might want to make a narrative statement that supersedes player choice. The story of a neutral Courier who is equally encouraged to choose NCR or Legion isn't the same as the story of a Courier who has to do something transgressive, to cross the line from where he started.
In a game world built around factions, you HAVE to have symmetry in order to achieve a proper agonistic choice when the player has to take a stance.
Yes, this. Totally agree. I felt FNV made Caesar's Legion "choice," mostly garbage and unfulfilling, when one could have included more room for player choice.
And sometimes it's the asymmetry that can make the game feel less realistic and believable. Take the earlier example of the two companions that die early in PoE, who are such blatant tutorial NPCs that they might as well have been wearing T-shirts saying 'I will soon die in the inciting incident that kickstarts the plot of this game'.And that is some much-needed asymmetry that makes the game feel more realistic and believable, more natural, less perfectly arranged: it is only realistic that most characters won't be able to solve every single quest in the game, and that there are some tasks that just don't fit into their skillset but would be perfect for another character. It breaks the formula and therefore makes the game feel more varied and alive.
And sometimes it's the asymmetry that can make the game feel less realistic and believable. For example, the two companions that die early in PoE are such blatant tutorial NPCs that they might as well have been wearing T-shirts saying 'I will soon die in the inciting incident that kickstarts the plot of this game'.And that is some much-needed asymmetry that makes the game feel more realistic and believable, more natural, less perfectly arranged: it is only realistic that most characters won't be able to solve every single quest in the game, and that there are some tasks that just don't fit into their skillset but would be perfect for another character. It breaks the formula and therefore makes the game feel more varied and alive.
Bioware once said they couldn't remake BG2 with ME production values because it would cost too much, then we were told that these games could be made more efficiently with today's technology (Unity,etc). So far I'm not really convinced.
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MCA: I think a lot of computer games stories don't focus on the player enough. I think some writer gets it into their head that they want to tell a story about the world that isn't really involved with the player. The player just gets injected to it. I think that's the biggest problem. Ideally a computer game story very selfishly focuses on the player, and pays attention to the stuff that he does and reacts very specifically to that character, rather than trying to tell a completely separate story, where the player just happened to be along and happened to influence, but it isn't really about him at all.
And sometimes it's the asymmetry that can make the game feel less realistic and believable. For example, the two companions that die early in PoE are such blatant tutorial NPCs that they might as well have been wearing T-shirts saying 'I will soon die in the inciting incident that kickstarts the plot of this game'.And that is some much-needed asymmetry that makes the game feel more realistic and believable, more natural, less perfectly arranged: it is only realistic that most characters won't be able to solve every single quest in the game, and that there are some tasks that just don't fit into their skillset but would be perfect for another character. It breaks the formula and therefore makes the game feel more varied and alive.
What if, instead of adding a companion to create symmetry, you add different types of content to make up for the lack of a companion? This way, the faction would have one clear difference from all the others, and it could even be reflected in its overall gameplay and style. Maybe it's a faction that expresses the "lone wolf" approach, and that is an in-world reason for why it doesn't offer you a companion NPC. Maybe the faction offers you more infiltration-focused quests, or maybe a generic "bring us intel from other factions and we reward you" thing that the other factions don't have.
What if, instead of adding a companion to create symmetry, you add different types of content to make up for the lack of a companion? This way, the faction would have one clear difference from all the others, and it could even be reflected in its overall gameplay and style. Maybe it's a faction that expresses the "lone wolf" approach, and that is an in-world reason for why it doesn't offer you a companion NPC. Maybe the faction offers you more infiltration-focused quests, or maybe a generic "bring us intel from other factions and we reward you" thing that the other factions don't have.
So asymetrical gameplay but symetrical importance...
I can stand behind that, but you'll hav to admit that it means a much greater workload, not only in world/gamplplay designing but also in QA/fine-tuning.
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Was it because having these companions suffer the biawac with the player gave not only a very good reason for them to travel with the PC, which is often difficult to come up with when designing companions in such games, but also created a lot of empathy as they'd have the same problem as the PC while setting up a perfect occasion for heated discussions as to how to reverse the situation ?Didn’t Chris want the temporary companions of PoE to be permanent?
I did, I admit it - for very good story reasons (I felt the same way about Sunny Smiles in FNV).
It's a very long narrative design rationale, though, which can be discarded.
One of my theories about Obsidian is that by transforming from a studio that works on other companies' intellectual properties, to a studio that creates its own intellectual property, they've by necessity become more of a "tell a story about the world" company
One of my theories about Obsidian is that by transforming from a studio that works on other companies' intellectual properties, to a studio that creates its own intellectual property, they've by necessity become more of a "tell a story about the world" company
Does the ownership of the IP necessarily determine the type of game you make though? I get that you may want more "lore dumps", etc, if people know nothing about the world your game is set in, but surely there are different approaches one can take, and still make a game focusing on the player with the lore being revealed more indirectly or subtly?
What do you guys even mean by symmetry here? Symmetry of power? You definitely don't need factions to be on similar power level. Symmetry in amount of content? You don't need that either.
One of my theories about Obsidian is that by transforming from a studio that works on other companies' intellectual properties, to a studio that creates its own intellectual property, they've by necessity become more of a "tell a story about the world" company
Does the ownership of the IP necessarily determine the type of game you make though? I get that you may want more "lore dumps", etc, if people know nothing about the world your game is set in, but surely there are different approaches one can take, and still make a game focusing on the player with the lore being revealed more indirectly or subtly?
It potentially does mean a greater workload, yes, since you can't follow a fixed formula. But it also means a potentially greater payoff since it will give players some new surprises on replays, which will translate into positive word-of-mouth, which means the invested effort will have been worth it.