ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
- Messages
- 29,819
567890 KKKI wonder how much money you have to spend to get paid access to read Infinitron's links.
567890 KKKI wonder how much money you have to spend to get paid access to read Infinitron's links.
I'm not fluent in english, but you americans really understand this kind of english?
What you mean you wish more forums require you to pay to post outside of them :DI wish more forums for dipshits would be paywalled. Better for everyone.
I don't know, there's been talk of them trying to do a turn-based PoE spinoff (eg, http://www.rpgcodex.net/forums/inde...viewed-at-ragequit-gr-and-darkstation.104797/). Seems like it'd make sense to combine that with the Darklands idea, but maybe that could be a third game.
Bobby Null and I have also talked to Feargus about the possibility of making a separate game in the Pillars of Eternity setting focused on turn-based combat. Pillars of Eternity's area sizes and input systems don't translate well to non-PC formats, but I think a turn-based game could be very cool.
That sounds like they'd be using turn-based combat as an entryway to the console market. I'm not sure if "spiritual successor to Darklands" and "Xbone" are really all that compatible.
History is not fun
History is the key to understanding of present processes, history can not be measured in terms of "fun" or "not cool" - this is a thing that you absolutely need.
http://www.reddit.com/r/IAmA/comments/11iox8/we_are_chris_avellone_tim_cain_and_josh_sawyer/c6mty3kAnyone remembers actual idea Josh mentioned about his hipster dream historical game? A quote about something like storytelling puzzle game about st. George?
JESawyer: Personally, there are two settings/ideas I'd like to explore. One is a setting called Antebellum that is an alternate Earth stuck in the late 19th century at the outbreak of the Civil War after spirit armies swarm over the American South, Ireland, India, and a variety of other places. I'd mostly like to explore the idea of different power groups (e.g. slave owners and slaves) being paralyzed by inaction due to the thread of reactive spirit groups coming to the defense of any party being victimized.
The other game I've wanted to make for a long time is one in which you play a player-defined St. George in the 3rd century Near East who enters a land terrorized by the Dragon. All conversation is abstracted into incomprehensible foreign language and the entire game looks like it is a moving Greek Orthodox icon painted on wood and plaster. As George suffers in the world, the icon fades, cracks, and chips away over time. I'd want it to be more about mood, atmosphere, and subtle body language/character interaction than a scripted narrative and fierce gameplay.
All conversation is abstracted into incomprehensible foreign language and the entire game looks like it is a moving Greek Orthodox icon painted on wood and plaster. As George suffers in the world, the icon fades, cracks, and chips away over time. I'd want it to be more about mood, atmosphere, and subtle body language/character interaction than a scripted narrative and fierce gameplay.
All conversation is abstracted into incomprehensible foreign language and the entire game looks like it is a moving Greek Orthodox icon painted on wood and plaster. As George suffers in the world, the icon fades, cracks, and chips away over time. I'd want it to be more about mood, atmosphere, and subtle body language/character interaction than a scripted narrative and fierce gameplay.
http://www.reddit.com/r/IAmA/comments/11iox8/we_are_chris_avellone_tim_cain_and_josh_sawyer/c6mty3kAnyone remembers actual idea Josh mentioned about his hipster dream historical game? A quote about something like storytelling puzzle game about st. George?
JESawyer: Personally, there are two settings/ideas I'd like to explore. One is a setting called Antebellum that is an alternate Earth stuck in the late 19th century at the outbreak of the Civil War after spirit armies swarm over the American South, Ireland, India, and a variety of other places. I'd mostly like to explore the idea of different power groups (e.g. slave owners and slaves) being paralyzed by inaction due to the thread of reactive spirit groups coming to the defense of any party being victimized.
The other game I've wanted to make for a long time is one in which you play a player-defined St. George in the 3rd century Near East who enters a land terrorized by the Dragon. All conversation is abstracted into incomprehensible foreign language and the entire game looks like it is a moving Greek Orthodox icon painted on wood and plaster. As George suffers in the world, the icon fades, cracks, and chips away over time. I'd want it to be more about mood, atmosphere, and subtle body language/character interaction than a scripted narrative and fierce gameplay.
Why does he say shit like this and then not leave Obsidian. These games can be made now. It's not 2007.
I such moment I feel really sad that Pravoslavie isn't young and agressive religion as Islam, because in that case aforesaid Sawyer would have literally lost his head.the entire game looks like it is a moving Greek Orthodox icon painted on wood and plaster.
One major Sawyer's shortcoming IMO is that although he can enforce discipline and make projects proceed at orderly pace, he is not the one to fire up people around him and make them truly passionate about what they do.
This. Managers should not be in charge of creative design. And Sawyer is a manager. I respect him for his ability to get shit done on time, but the man doesn't have a creative bone in his entire body. I already mentioned this, but there's that interview of him where he flat-out states that games are worthless pastimes that one should engage in only in between actually useful activities like going outside. It fuckin' blew my mind when I read it. Here's a man who's in charge of a company's product line -- a company that specializes in selling ENTERTAINMENT SOFTWARE -- and he's saying he doesn't want gamers hooked on his products. It fucking boggles the mind.You're not making a good game if you lack in passion.
This. Managers should not be in charge of creative design. And Sawyer is a manager. I respect him for his ability to get shit done on time, but the man doesn't have a creative bone in his entire body. I already mentioned this, but there's that interview of him where he flat-out states that games are worthless pastimes that one should engage in only in between actually useful activities like going outside. It fuckin' blew my mind when I read it. Here's a man who's in charge of a company's product line -- a company that specializes in selling ENTERTAINMENT SOFTWARE -- and he's saying he doesn't want gamers hooked on his products. It fucking boggles the mind.You're not making a good game if you lack in passion.
There's an entire specter of immersion standing between boredom and addiction.I'd have no interest in making gambling machines either
There's an entire specter of immersion standing between boredom and addiction.I'd have no interest in making gambling machines either
Then can we agree that Sawyer should never be given anything but managerial duties that he seems to excel at?Well yes, not saying anything else.