Neanderthal
Arcane
I think I'm right on this.
Don't really care, just wanted to use Arnie quote.
I think I'm right on this.
Well, maybe Kevin was right... The game sure need more content and time.
Game didn't need more content as much as it needed better content. The length was fine. Criticisms boil down to a) the combat & encounters, basically the crisis system shat the bed and the attempt to combine dialogue and combat through them just failed b) the companions, and c) the storyline and ending in my mind.
It wasn't a badgamevisual novel, but InExile still have a misunderstanding of what parts of turn based games are enjoyable, and how to make a good one. Two narratives of shitty combat and "lol wat u betrayed dem backers" probably fed into the sales being so awful.
D:OS 2 should be the game you're watching. D:OS sold better than Pillars, and is less of a nostalgia project in general. If isometric games really are doomed (a thesis I don't agree with), then D:OS 2 flopping would be proof of that. Pillars 2 underperforming wouldn't convince me.
It's a farming and oil production town. Good luck.
The criticism of Colin, at least from my end, was not because he was defending the game. The problem was in how he answered the questions.I wanted to add a short response to the criticism of Colin, which I think is misplaced.
To begin with, I think the assertion that he's full of himself or incapable of hearing criticism is flat out wrong. Colin has always been sharply critical of his own work. While he has always demonstrated the "pride of authorship" that compels him to work hard on his craft, he never showed the excessive "pride of ownership" that stands in the way of editorial criticism. In fact, in every instance where he invited me to review and edit his work, his directions were always: (1) be as harsh as possible and (2) make as extensive changes as you want. Where he rejected my suggestions it was because he was right (or at least I was persuaded he was right; maybe we were both wrong). Thus, I find it simply impossible to believe that he is tuning out criticism of the game. To the contrary, I am certain he is listening attentively to it, probably to his dismay.
Second, I think the expectation people had for his role in the interview (i.e., that he would confess TTON's narrative was an inferior work and that the Codex's criticisms of it were well taken) was very unrealistic. It is perfectly consistent with PR norms to criticize the process of the game and its marketing, and thus the mea culpas you heard from others were a reasonable way to talk about a game that is still in its early sale cycle and less than two months post-release. It is not consistent with PR norms to criticize the game itself, even to a more thoughtful publication like the Codex that might be able to pick up the nuances. "Even Lead Writer admits TTON's story sucks!" would run the comment threads. Moreover, while it is perfectly consistent with being a good person to take blame for your failures and for your colleagues' failures, in this case many of the criticisms of the story are not really directed at his work but at his colleagues, and to endorse the criticisms would be crap on his colleagues' work publicly. For instance, he would never say, "Yes, the Meres turned out to be a bad idea, they were too dense and a large number of players got bored," even if it's true, because he would be looking to catch my flak, not to put a spotlight on me for enemy AA. Which is all to say that neither Colin's professional obligations nor his personal values would permit him to do what you guys want, not because he's arrogant or in denial but because he's a responsible person, and sometimes being responsible means putting a good face on things rather than engaging in criticism and self-criticism to obtain public absolution. I suspect that two years from now, when the marketing imperatives are different, you'll get to read interesting and self-critical post mortems.
Finally, even though there is lots of criticism of the game's writing, which seems thoughtful and persuasive to me, there are also people who have said very nice things about it, and it seems a little unreasonable to expect Colin to disregard the praise entirely. God knows the world is bitter enough that we should take the sweet when it comes.
To be clear, I'm not saying that you're wrong to criticize the game's story, or the writers, and or ultimately Colin as the lead writer. He would be the first to say that the buck stops with him and that good criticism is the key to good writing. I just think you're wrong about his attitude here, almost entirely backwards, and it seemed unjust for me to say nothing about it. (As I've said before, though, I feel obliged to speak up for my colleagues in this respect, so I'm absurdly biased. Still, I think I'm right on this.)
I think I should be a bit more specific. In Pillars of Eternity, Tyranny, and of course, Torment, the dialogue between the player and NPCs mostly take on an inquisitive tone, in which you have all these questions you can ask about the NPCs, their background, their culture, and so on. In response, they effectively dump lore at you, and you feel obligated to go through these interactions, because it comprises the bulk of the content. This often feels like a chore, because the information is frequently irrelevant. Do you guys think there is a major market for this kind of reading?
George: We don't necessarily think that is a bad thing to have - the option to ask characters about these things. We try to make it as interesting as we can. Some of these explorations may not be related to the player or the main quest, but we intended them to be fun and interesting for the player to read. There was a lot of this in Planescape: Torment as well, and they even make fun of it in the game, where characters would say "you sure ask a lot of questions" to the player. There were a lot of NPCs in that game who you could ask questions about, but who weren't related to the main character or his quest, and who had fun and interesting things to say. We tried to reproduce that experience to the best extent we could.
Colin: Also, every NPC in the game does actually have a thematic reflection in the game. We made sure that everybody there was interesting and answered a primary thematic question in one way or another. The player is certainly not obligated to click through all of these questions. It's all a player choice, and we just wanted to honor what the player's choices were.
So from the sounds of it, you believe the wordiness was justified.
Brian: I think that was the experience we were trying to create. When you think about Wasteland 3, it's very different. I use the word 'banter' a lot. My favorite movies in the last couple of years have been Sicario and Hell and Highwater. They're more about banter and interpersonal relationships. That's a different type of writing and style and I really like that. But for this particular product we wanted to be more like Planescape: Torment.
George, Colin, any comments about why the game might have done poorly with sales?
George: I think it's a niche game to begin with. We knew that going into it. There's an audience that loves a lot of reading and a lot of character development and you're not going to get the Halo guys playing something like Planescape: Torment. I do agree with Brian in that I think it is going to find its audience, much like Planescape: Torment gathered steam over time, I think we're going to do the same thing.
Brian: I think the reading is definitely... We live in a world now in which watching other people play video games, whether via Twitch or video streaming, is now key. Watching people read - I can't think of anything more boring than that. I was watching Patrick Rothfuss stream it and, he's having a great time, maybe he's biased, but you're just watching him read.
Colin: The people who are open to enjoying this game are enjoying the hell out of it. There's a reason the professional reviews are just ecstatic. I saw some guy claiming today: I started playing Planescape: Torment again and I have to admit I'd rather be playing Torment: Tides of Numenera right now. This is a subjective thing, people enjoy the things they like and there's no accounting for taste.
Colin, is it fair to say that in terms of the story and the writing, you think the game is going to find its audience, and that there's not a lot to take away from its reception?
Colin: There's always ways to improve your craft, to improve your writing. At the same time, there are a lot of people who are extraordinarily happy with this game, and I don't think necessarily that some of these reviews on the Codex have been particularly fair, for instance. I'm not going to complain, because obviously you guys like what you like, but I'm always looking for ways to improve and continue doing it.
No wonder you're an attorney.I wanted to add a short response to the criticism of Colin, which I think is misplaced.
[OBJECTION !!!!]
I wanted to add a short response to the criticism of Colin, which I think is misplaced.
To begin with, I think the assertion that he's full of himself or incapable of hearing criticism is flat out wrong. Colin has always been sharply critical of his own work. While he has always demonstrated the "pride of authorship" that compels him to work hard on his craft, he never showed the excessive "pride of ownership" that stands in the way of editorial criticism. In fact, in every instance where he invited me to review and edit his work, his directions were always: (1) be as harsh as possible and (2) make as extensive changes as you want. Where he rejected my suggestions it was because he was right (or at least I was persuaded he was right; maybe we were both wrong). Thus, I find it simply impossible to believe that he is tuning out criticism of the game. To the contrary, I am certain he is listening attentively to it, probably to his dismay.
Second, I think the expectation people had for his role in the interview (i.e., that he would confess TTON's narrative was an inferior work and that the Codex's criticisms of it were well taken) was very unrealistic. It is perfectly consistent with PR norms to criticize the process of the game and its marketing, and thus the mea culpas you heard from others were a reasonable way to talk about a game that is still in its early sale cycle and less than two months post-release. It is not consistent with PR norms to criticize the game itself, even to a more thoughtful publication like the Codex that might be able to pick up the nuances. "Even Lead Writer admits TTON's story sucks!" would run the comment threads. Moreover, while it is perfectly consistent with being a good person to take blame for your failures and for your colleagues' failures, in this case many of the criticisms of the story are not really directed at his work but at his colleagues, and to endorse the criticisms would be crap on his colleagues' work publicly. For instance, he would never say, "Yes, the Meres turned out to be a bad idea, they were too dense and a large number of players got bored," even if it's true, because he would be looking to catch my flak, not to put a spotlight on me for enemy AA. Which is all to say that neither Colin's professional obligations nor his personal values would permit him to do what you guys want, not because he's arrogant or in denial but because he's a responsible person, and sometimes being responsible means putting a good face on things rather than engaging in criticism and self-criticism to obtain public absolution. I suspect that two years from now, when the marketing imperatives are different, you'll get to read interesting and self-critical post mortems.
Finally, even though there is lots of criticism of the game's writing, which seems thoughtful and persuasive to me, there are also people who have said very nice things about it, and it seems a little unreasonable to expect Colin to disregard the praise entirely. God knows the world is bitter enough that we should take the sweet when it comes.
To be clear, I'm not saying that you're wrong to criticize the game's story, or the writers, and or ultimately Colin as the lead writer. He would be the first to say that the buck stops with him and that good criticism is the key to good writing. I just think you're wrong about his attitude here, almost entirely backwards, and it seemed unjust for me to say nothing about it. (As I've said before, though, I feel obliged to speak up for my colleagues in this respect, so I'm absurdly biased. Still, I think I'm right on this.)
That's why it all went to shit. They should've checked if the embargo had been broken before blacklisting and antagonizing the Codex. I guess someone (Brother None, I assume) simply told them Infinitron broke the embargo and they took his word for it.
Then we find out the embargo really wasn’t broken, but that information didn’t come out until later. But then the Codex reacted negatively and put some things up there, I don’t know what, and that made some people upset.
I think the production timetable might be off -- possibly Brian misspoke or the interviewer jotted it down wrong. According to all of the Kickstarter updates and interviews from that time period, the game was in pre-production (or something less than full production) until late 2014, not late 2013.
Kevin left the project in late 2015, right? At that point, we were roughly two years into production.
It really got into full production in late 2013. The crowd funding was finished around summer but there was a lot of writing and pre-production for 5 or 6 months. We didn’t really start rolling until the end of that year. So a little over three years.
People also dislike the purple prose where the video game writer thinks they're a better writer than they are. You know, instead of writing "There's a waterfall in the distance" they write, "In the distance you see a segment where the river stops lazily flowing down the countryside and suddenly and violently finds itself being thrown over the edge as the bottom drops out into a gorge. The resulting fall leaves splashes of water and mist that lazily float around the drop, and through them you can barely see the point of impact where the water hits the ground, as if you're viewing something from the edge of a dream."
Again, it's probably because I am retarded but everything is so much easier to digest (and remember!) when it's just hobgoblins threatening a village instead of a creature from parallel dimension that feeds on negative emotions that tries to absorb a village that only exists when two celestial beings are dancing a merry jig.
The Codex relies on volunteers to handle visits like this. Given we can't pay said volunteers, it means we're limited to people who aren't stupid
...
Given the quality of the output, those conditions were acceptable to us on this occasion.
Crooked BeenisNot a man either.Ha-HA! Now we know it's not a girl!His request.
I love how Fargo considers MRY a codexer who worked on the game rather than a developer who posts on the Codex.
Lost momentum. Kickstarters like Chaos Reborn and D:OS had most of the game already completed and used KS as a sort of polishing tool. There's an immediacy to Kickstarters that makes them so attractive. If you wait a really long time to release, it kinda kills the buzz, especially when initial support comes from impulsive contributions. That's my thinking, anyway. It also seems to be harmful from an organizing standpoint -- if you got the game set in stone like the previously mentioned titles, then you can allocate funds accordingly. That does not happen if the project is a long way off and not even entirely finished -- which is what leads to major content cuts, no doubt.
(Colin)'s never praised the community here to my knowledge, so unlike Brian Fargo and George Ziets who at least paid lip service to the value of a constructive relationship, I don't necessarily think Colin feels the same way. We can understand why he might have a problem with engaging people sent from the Codex. But the price, of course, is that people will like him even less now.
Whoever did this interview was more concerned with asking questions from a list rather than paying attention and asking relevant follow ups. Several interesting thoughts were not expanded upon because the topic was suddenly changed by the interviewer.
Moreover, while it is perfectly consistent with being a good person to take blame for your failures and for your colleagues' failures, in this case many of the criticisms of the story are not really directed at his work but at his colleagues, and to endorse the criticisms would be crap on his colleagues' work publicly.
D:OS 2 should be the game you're watching. D:OS sold better than Pillars, and is less of a nostalgia project in general. If isometric games really are doomed (a thesis I don't agree with), then D:OS 2 flopping would be proof of that. Pillars 2 underperforming wouldn't convince me.
My first paid work as a game writer was in 2001, $5k to write the script for Infinity, an unreleased Gameboy jRPG. Before I found the Codex, I'd done considerable paid work for TimeGate (02-04), and additional paid work for Bioware (04), Nikitova (03), and S2 Games (05). After finding the Codex I did more S2 Games work, Primordia, and TTON, as well as some random piecework.I love how Fargo considers MRY a codexer who worked on the game rather than a developer who posts on the Codex.
Actually, he's been a Codexer for longer than he's been a developer (there are...previous accounts )
My first paid work as a game writer was in 2001, $5k to write the script for Infinity, an unreleased Gameboy jRPG. Before I found the Codex, I'd done considerable paid work for TimeGate (02-04), and additional paid work for Bioware (04), Nikitova (03), and S2 Games (05). After finding the Codex I did more S2 Games work, Primordia, and TTON, as well as some random piecework.I love how Fargo considers MRY a codexer who worked on the game rather than a developer who posts on the Codex.
Actually, he's been a Codexer for longer than he's been a developer (there are...previous accounts )
Still, you guys should get all the credit for my good stuff, since my earlier work was pretty mediocre.
Colin simply rejects the negative feedback, claiming the NPCs are all interesting and relevant, and that the player is not obligated to read the loredumps. Again, I don't think anybody has an issue with him for defending the game, but "you're not forced to read it" is pretty much the worst defense. (...) Colin dodged/deflected/ignored all of the harder questions, criticized part of the players, and gave the shortest answers of the bunch. Now compare his answers to George and Brian's, who answered the actual questions and tried to make them interesting to readers. If he's not in denial, he's extremely salty.
Colin McComb came off poorly because he didn't admit to any of the criticism raised against the writing, but fell back on the "it's subjective and plenty of people praised it" argument which is, at best, arrogant, and at worst, out of touch.