villain of the story
Arcane
Oh so you disagree? Let's hear it.
Oh, ONLY that?TOEE was only a solid and faithful DnD impelementation.
Little harsh on Timmy there aren't you?
What do you mean by 'crazy questions', exactly?- some happy middle ground between being rabidly berserk and all proper and dandy could be achieved?
Oh, ONLY that?TOEE was only a solid and faithful DnD impelementation.
Oh so you disagree? Let's hear it.
Was commenting the post made by vots, you have him on ignore?what does this have to do with the interview?
I don't completely agree with all of this, but it is quite accurate overall.Little harsh on Timmy there aren't you?
Why? I'm only focusing on the combat. I love Fallouts. Other than the exploits and bugs, I love the combat, I find it very fun. I love the interaction, the character system etc. I love the simplicity of the character system in Arcanum. I think it hits the nail on the head on what "simplicity multiplied" means, even though it had shit balance and abysmal combat, grindful of awful encounters. TOEE - fuck the haters. The way UI was handled is also very elegant, very practical. And Bloodlines is just so fucking cool overall. And all of these games are in my best of list and I love them also for their systems.
But combat, mang. And Troika really had no excuse to make such shit console combat in a VtMB game of all things which is full of elegant and puzzle-like mechanics and situations in the rulebooks. I don't even mind the overdone stereotypes. But that combat system in VtMB is a fucking disgrace. Perhaps Arcanum is more understandable; balancing the game around magic, martial and tech could not have been easy and especially so in such a huge and long game as Arcanum. But VtMB, being a much more focused and shorter game with self-contained set pieces for combat, not really.
I wish there were questions about all these details. Mind that the next time you interview an ex-Troika/Interplay.
Yeah? Would you want a music wish to go with it too?What do you mean by 'crazy questions', exactly?- some happy middle ground between being rabidly berserk and all proper and dandy could be achieved?
That's why I asked, I was looking for a more precise answer, and not some vague description that includes everything in between 2 extremely different types of interviewing, hence the 'exactly'. But whatever.
I wish there were questions about all these details. Mind that the next time you interview an ex-Troika/Interplay.
1) First, tell me a little ahout yourself. And when I say tell me about yourself, I mean tell me what your role is on Human Revolution and what you’re directly responsible for. This way we’ll have someone to blame if the game doesn’t meet our expectations.
3) Speaking of choices, you’ve done a good job so far of showing different ways to play the game, but we haven’t yet seen anything regarding story branching based on dialogue or actions taken throughout the game. Do you think you could give an example of one of those? Come on, give us something juicy.
7) I mentioned that Deus Ex 2 was too short earlier. It was about a 15 hour experience, whereas Deus Ex 1 was more like a 40 hour experience. So just how long is Human Revolution? Bonus points if you can avoid the usual “well it all depends on how you play” PR-speak.
13) So, regeneration has obviously been confirmed, though exact details have not been forthcoming. It is stated that it “won’t be like CoD,” but doesn’t go into any more detail. So let’s just cut the bullshit and get right to it - how long does it take for regeneration to kick in and how fast does it work?
Yeah? Would you want a music wish to go with it too?What do you mean by 'crazy questions', exactly?- some happy middle ground between being rabidly berserk and all proper and dandy could be achieved?
That's why I asked, I was looking for a more precise answer, and not some vague description that includes everything in between 2 extremely different types of interviewing, hence the 'exactly'. But whatever.
Something from Avril Lavigne maybe?
How could i tell you exactly? Am i telepathic? Or did you expect me to come up with all questions myself?
Leonard Boyarsky said:… I remember specifically that there was nothing in the Brotherhood of Steel apart from the NPCs with talking heads – and we were supposed to be shipping soon. So Jason and I, with the unbounded arrogance of youth, decided we were going to start writing and editing dialogues and adding quests for the game. And so I became a game designer. …
...
I’m not going to try to write an exhaustive list of what I designed/wrote in Fallout, as that would be, well, exhausting. When I think about all the writing we did on Fallout, the first things that always come to mind were the edits we had to do for the talking head conversations. A lot of times the conversations didn’t make sense or deliver the information they were supposed to, but they had already been recorded and we didn’t have the budget to rerecord them – so we had to go in and edit/rewrite the player responses and rearrange the NPC lines so that the conversations worked. In some instances, like Vree, the information we wanted to impart to the player just wasn’t there so I had to add her assistant (Sophia, I think?) so that there was at least an NPC around who did have the necessary info. And she wasn’t the only one—we had to add several NPCs with vital information that was supposed to be covered with the talking heads but for some reason wasn’t. …
…
You forgot the Full Empty :stalker:Half Empty / Half Full
Shhhh! Shut up dumbass... 4too is talking.A simple example would have been enough, how was that not clear from the beginning? Anyway, no reason to act all butthurt about it dude.
Nicely put, and may be a good spot to return to the theme that far more satisfying than butts in pain.Half Empty / Half Full
Half full?
I find this detail in the making of FO , well, an exciting addition to the fan knowledge base.
Leonard Boyarsky said:… I remember specifically that there was nothing in the Brotherhood of Steel apart from the NPCs with talking heads – and we were supposed to be shipping soon. So Jason and I, with the unbounded arrogance of youth, decided we were going to start writing and editing dialogues and adding quests for the game. And so I became a game designer. …
...
I’m not going to try to write an exhaustive list of what I designed/wrote in Fallout, as that would be, well, exhausting. When I think about all the writing we did on Fallout, the first things that always come to mind were the edits we had to do for the talking head conversations. A lot of times the conversations didn’t make sense or deliver the information they were supposed to, but they had already been recorded and we didn’t have the budget to rerecord them – so we had to go in and edit/rewrite the player responses and rearrange the NPC lines so that the conversations worked. In some instances, like Vree, the information we wanted to impart to the player just wasn’t there so I had to add her assistant (Sophia, I think?) so that there was at least an NPC around who did have the necessary info. And she wasn’t the only one—we had to add several NPCs with vital information that was supposed to be covered with the talking heads but for some reason wasn’t. …
…
Half empty?
This spot light on the game's construction may distract a player's focus to the patchy seams of the cut and paste assembly,
or game play may recover primary consciousness / control and all this information, this data dump, may blend back into the experiential forth wall.
Be obsessed with the endless protrusion of road apples and copious farts,
or get on the Pony and ride.
Design by committee and getting on with the game,
may depend on our acceptance of the art of collage.
4too
ToEE combat was really good for the most part, but Fallout combat is crap. It couldn't even really be saved with extraordinary effort put into encounter design since the fundamentals are so shallow.Obsidian's Kickstarter game will be a shitty RTwP game with decent to good writing, good quests but everything else shit. They won't even do TB. I know they have TinCan onboard now but let's get one thing clear:
TinCan was involved with the following five games: Fallout, Fallout 2, Arcanum, TOEE, Bloodlines. Fallout and Fallout 2 had acceptable casual TB combat. They had many exploits and crowds was a drag but it was servicable and enjoyable. Now, Arcanum had shit combat, Bloodlines had shit combat and TOEE was only a solid and faithful DnD impelementation; nothing original in there. So, to score TinCan's talent on writing combat systems, it's like +1, +1, -1, -1, +0 = 0
It will be interesting to see how combat in that Kickstarter game will turn out.
I have no problem with young people, but i do have problem with people who imply any knowledge in anything and then try to use words and phrases like SHIT, LOL WAT, NIGGA PLEASE and CONSOLE CRAP as arguments.we have only two examples of TinCan writing a combat system from ground up and they both ended up SHIT
If he could formulate them, he'd post 'em already.I'd love to ask Tim Cain about things like that, so if I manage to arrange an interview with him at some point, I'll be sure to PM you -- provided you can formulate such questions in a non-aggressive/non-offensive manner.
Then watch the annoyingly slow moving enemy animations,