They know exactly who their audience is and what they wantMan, Bethesda at least seems like one of the last studios still trying to make games. They could achieve so much by just putting some little effort into their games.
A comely lass, that's for sureJess is better looking than any of the women we've seen in the game.
Who we can only assume is a massively passive-aggressive cunt to her hairdresser.
A comely lass, that's for sureJess is better looking than any of the women we've seen in the game.
I love how Bethesda treats starfield like fallout more than their actual fallout games lmao
Todd was in his late 20s when he directed Daggerfall, and that was 24 years ago. He's still young enough to be full of optimism and hope and Skyrim rereleases.Let's rehabilitate Todd.
Isn't he one of the most long-lasting designers in his field anyway ? Many have already quit this industry, but the Todd is still here. He's still pushing the genre forward. He just can't help himself, he has to bring new mechanics, innovative ways to handle the specificity of this medium and ahahahah nvm I just can't.
It's still part of the dialogue system though.Funny thing though: when he spoke of the persuasion system, about how not wanting players to enter a special mode during dialogue when they initiate the persuasion system, well, that was exactly what happened in the in-game footage: you select the persuasion option and the it opens up a menu that shows all the choices from 1 to 4 for you to make.
Let's rehabilitate Todd.
Todd Howard - 2009 D.I.C.E. Summit said:Four levels of player experience:
- Great games are played not made - "You can have the biggest design document ever made, and you will change 90% of it once you play the game. You have to be ready to throw out your ideas that you think are the greatest."
- Keep it simple - "Doing something really well takes time, more time than you think. Simple systems acting together create complexity players can appreciate."
- Define the experience - "Don't define your game by a list of bullet points... define it by the experience you want people to have."
He said developers should ignore demographics and installed base, and follow their passions, saying that "if install base really mattered, we'd all make board games, because there are a lot of tables".
- Learn. The first thing a player is doing is learning the game.
- Play. They just want to have fun.
- Challenge. People want to win, so a game should have challenge but always give the player a way out.
- Surprise. Show players something new. And then repeat this four-point cycle.
They had to work those camera angles hard for him to look just as tall as the lady.The Todd with his 6'3" intimidating frame and bulging biceps. Gosh what a specimen. Not to mention the fucking hair.
She must have been at least 7'They had to work those camera angles hard for him to look just as tall as the lady.The Todd with his 6'3" intimidating frame and bulging biceps. Gosh what a specimen. Not to mention the fucking hair.
Todd Howard has better taste in RPGs than the large majority of Codexers.Let's rehabilitate Todd.
Honestly his game design philosphy is pretty solid :
Todd Howard - 2009 D.I.C.E. Summit said:Four levels of player experience:
- Great games are played not made - "You can have the biggest design document ever made, and you will change 90% of it once you play the game. You have to be ready to throw out your ideas that you think are the greatest."
- Keep it simple - "Doing something really well takes time, more time than you think. Simple systems acting together create complexity players can appreciate."
- Define the experience - "Don't define your game by a list of bullet points... define it by the experience you want people to have."
He said developers should ignore demographics and installed base, and follow their passions, saying that "if install base really mattered, we'd all make board games, because there are a lot of tables".
- Learn. The first thing a player is doing is learning the game.
- Play. They just want to have fun.
- Challenge. People want to win, so a game should have challenge but always give the player a way out.
- Surprise. Show players something new. And then repeat this four-point cycle.
I´m sure you are right, bethesda is not original with their main quests plots.The main quest will focus on the search for progenitors, an ancient alien civilization that created life on Earth. So you'll be searching for mankind's dad.
Bethesda should just drop their main stories entirely and put you in the world without any main narrative. Non-scripted stories in their newer games are more interesting anyways.I´m sure you are right, bethesda is not original with their main quests plots.
it's really too bad he never actually combines the games he really likes to play with games he actually develops. i mean, beyond the "riding around on horseback killing things" part.Todd Howard has better taste in RPGs than the large majority of Codexers.Let's rehabilitate Todd.
Honestly his game design philosphy is pretty solid :
Todd Howard - 2009 D.I.C.E. Summit said:Four levels of player experience:
- Great games are played not made - "You can have the biggest design document ever made, and you will change 90% of it once you play the game. You have to be ready to throw out your ideas that you think are the greatest."
- Keep it simple - "Doing something really well takes time, more time than you think. Simple systems acting together create complexity players can appreciate."
- Define the experience - "Don't define your game by a list of bullet points... define it by the experience you want people to have."
He said developers should ignore demographics and installed base, and follow their passions, saying that "if install base really mattered, we'd all make board games, because there are a lot of tables".
- Learn. The first thing a player is doing is learning the game.
- Play. They just want to have fun.
- Challenge. People want to win, so a game should have challenge but always give the player a way out.
- Surprise. Show players something new. And then repeat this four-point cycle.
I'd prefer if they focused on making MQs that aren't childish and embarrassing. FIND YOUR MOMMY really, really isn't great; but I do appreciate games that have a central motivation underlying everything, to give your character any reason to get out of bed. At a glance, "There are a bunch of mysterious alien artifacts out there we'd like to understand some day" isn't bad at all; it's substantial enough to drive me if I have no other agenda, but nebulous enough that I can pursue side content (or make up my own motivators) instead if I don't feel inspired to stay on track.Bethesda should just drop their main stories entirely and put you in the world without any main narrative. Non-scripted stories in their newer games are more interesting anyways.I´m sure you are right, bethesda is not original with their main quests plots.
If we're going to keep MQs then that's absolutely the best option.I'd prefer if they focused on making MQs that aren't childish and embarrassing. FIND YOUR MOMMY really, really isn't great; but I do appreciate games that have a central motivation underlying everything, to give your character any reason to get out of bed. At a glance, "There are a bunch of mysterious alien artifacts out there we'd like to understand some day" isn't bad at all; it's substantial enough to drive me if I have no other agenda, but nebulous enough that I can pursue side content (or make up my own motivators) instead if I don't feel inspired to stay on track.
I read your post 5 times in a row, and I still don't know what you're saying.yes they are not orgyinal. its not like its part of decades long planned programming by deep state to prepare controlled alien disclousure to the cattle, i mean general human population, and present hostile ets as angel like saviours of humanity.I´m sure you are right, bethesda is not original with their main quests plots.The main quest will focus on the search for progenitors, an ancient alien civilization that created life on Earth. So you'll be searching for mankind's dad.
oh wait it actually is.
btw most if not all residents of swastika shaped nazi base on dark side of moon were recently liquified by aliens after they done enough repair to pre adamite tech there. nazi scum so weak and gullible.
It would be great if TES VI has mounted combat. Including mounted enemies.it's really too bad he never actually combines the games he really likes to play with games he actually develops. i mean, beyond the "riding around on horseback killing things" part.
lol wtf u talking about.
Dude.swastika shaped nazi base on dark side of moon were recently liquified by aliens after they done enough repair to pre adamite tech there.