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my nigga have you heard about Disco Elysium??????
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His favorite game is Hitman, not a proper cRPG.Nah Josh would never want to work at Bethesda, he said previously he doesn't want to work in AAA games
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my nigga have you heard about Disco Elysium??????
Fuck all that 9 races, 20 classes, 8 stats, 30 skills bullshit.
His favorite game is Hitman, not a proper cRPG.
He said on multiple occasions, both on writing and video, before and after Pillars, that “he was completely okay with triple-A games”.
Jesus guys, you need to learn the difference between a normative statement and a positive statement. At no point does he say the industry should evolve toward Bethesda style walking simulators (normative), he simply says this has happened (positive) and is one example of evolution that found an audience.
Playing them, sure, working on them, not really.He said on multiple occasions, both on writing and video, before and after Pillars, that “he was completely okay with triple-A games”.
As far as small projects go, personally, I think that the future of console development looks moderately insane for independent studios. When OEI was at its largest (I think maybe in the realm of 140 people), I started not knowing who people were, which was not a great feeling. On our larger teams, I also stopped being able to talk to people about their work every day. I was able to do that on F:NV usually, but often not with great depth.
I like the feeling and flexibility of smaller teams and I like that everyone tends to be much more aware of what's going on. I hope that OEI can have projects of various (peak) sizes going on in the future.
Who said anything is mandatory? I create 3.5 settings all the time for tabletop.Fuck all that 9 races, 20 classes, 8 stats, 30 skills bullshit.
Those things are pretty mandatory for the likes of Pathfinder or D&D adaptations. Because if you don't have dozens of character building options, the game looks cheap.
But that's not the only way to do things, of course, and it's a thorough and unpleasant way for the devs.
Also, only try to give lots of character options if your system is any good (like D&D).
Age of Decadence did. Underrail also improved a ton of things, from crafting to stealh.I want RPGs to evolve too. They're stuck in a place where they've forgotten what made them great back in the 90s and 00s, and the highlights of the genre are still found in that era. There hasn't been any progress from there. Nobody has made a game that is on par with Arcanum when it comes to player choice and the game reacting to what kind of character the player is playing.
The point is that his favourite game belongs to a different genre, and even in that genre he prefers a mainstream game as opposed to a classic, let's say, Desperados.Game developers aren't allowed to like game of other genres? What? If you played Blood Money you probably would realize why Josh likes it so much, it's extremely open in how to deal with situations and your assassination targets, a good feature for RPGs.
No he didn't. He said "A lot of people liked Fallout 3" then he smirked at his understatement and said "a lot of people liked Fallout 3"Remember, Josh is the guy who made the most condescending face ever when saying “lots of people like Fallout 3.”
Anything not tb is action game.Action games with dialogue choices are still just action games.
Relevant:
(He chickened out and deleted the tweet later though.)
Who said anything is mandatory? I create 3.5 settings all the time for tabletop.Fuck all that 9 races, 20 classes, 8 stats, 30 skills bullshit.
Those things are pretty mandatory for the likes of Pathfinder or D&D adaptations. Because if you don't have dozens of character building options, the game looks cheap.
But that's not the only way to do things, of course, and it's a thorough and unpleasant way for the devs.
Also, only try to give lots of character options if your system is any good (like D&D).
In one of them, a post-Apocalyptic setting, there are no wizards, no clerics, no paladins, no elves, no half-elves, no half-orcs, halflings are highly restricted, Knowledge (planes) doesn't exist for starting characters, and over a dozen spells (entire spell TYPES) were taken out.
In another, if you were not a human or human-like race, you get burnt at the stake. You are a wizard or a druid in the wrong nation, you get burnt at the stake. You get outed as non-human, you are likely to get burnt at the stake (Bluff is a very important skill if you want to play a near-human race).
There is absolutely ZERO reason to give an ass load of options that complicate things for you because of the "it's not realistic/reactive!" crowd. STOP PANDERING TO THOSE SHITS. By making the hero of a singular race/class combination or a very select FEW possible race/class combinations, you make the illusion of reactivity by the game a lot more intimate with far fewer resources required. Spend the saved resources on C&C rather than trying to catch every possible reaction for a racist elf NPC who is only peripherally related to the plot. Focus on the damned story, not NPC minutiae.
But muh modern sensibilities.You know what would be *really* radical? Taking what has come before, keeping what works fine and actually improving on it (especially on the flaws) in ways that make some damn sense rather than creating boring knock-off shovelware or Call of RPG or trying to re-invent the wheel in idiotic ways.
Or Christ I dunno, just not making things WORSE than before, and that goes for almost every Genre.
Multiplayer is not an innovation in cRPGs, but pretending that is not detrimental to single-player gameplay is. Ship combat system is not an innovation, but pretending that this ship system is not a text-adventure gameplay is. Talk is cheap. There is nothing new under the sun. There is no need to fix what is not broken.Evolving the genre or "innovation" can mean different things to different people.
When grognards talk about innovation, they usually mean something along the lines of implementing a basically familiar mechanic in a more ambitious, comprehensive and uncompromising way. For example, AoD's stat check-centric gameplay loop.
When game developers talk about innovation, they're probably more likely to be referring to entirely new modes of gameplay. Eg, "Let's make a turn-based RPG that's also multiplayer!" or "Let's add ship combat!".
Really, all I see here is that Sawyer doesn’t necessarily want the player’s narrative choices to be limited by their character builds. Your build explains how the character does things, not why they do them. Josh doesn’t seem to think the why should always be limited by the points you pumped into charisma/resolve or intelligence etc...
The evolutionary path of the current cRPG landscape would benefit from a RPG where there is NO CHOICE in class or race. You are THE AVATAR. You start with 18 Strength, 18 Dex, 29 Int. You have 3 companions with you at the start of the game (who all have fixed stats and even personalities, and you do NOT get to choose them), and you have been dumped in a completely new part of the world that no one from your society has ever seen before (as far as you know).
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Fuck all that 9 races, 20 classes, 8 stats, 30 skills bullshit.
Will you manage to roleplay a communist?stuff
my nigga have you heard about Disco Elysium??????
Yes and I'm looking forward to it.