Jenkem
その目、だれの目?
GEOMETRIC SHAPES MAN
Behold the building blocks of reality
Now become dimensions of personality
World and Mind, same base blocks
Triangles my man, see what they unlock?
GEOMETRIC SHAPES MAN
Behold the building blocks of reality
Now become dimensions of personality
World and Mind, same base blocks
Triangles my man, see what they unlock?
Comparing this game with Kingmaker is pretty apples and oranges
It seems modern developers don't believe in this as a solution. They think players, even popamole players, will always want to create their characters, and they're probably right.
1) You right now trying to compare a two COMPLETELY different games (in their very concept).In Shamus Young's recent article on Anthem, he points out that you spend time customizing your character's face but it is never seen. "At the start of the game, you’re allowed to customize your face, but then that face never shows up in cutscenes because the game takes place entirely in a first person view. It feels less like I’m controlling the protagonist of an epic story and more like I’m viewing the world through a GoPro strapped to the forehead of a supporting character." https://www.escapistmagazine.com/v2/2019/02/26/anthem-doesnt-care-about-its-own-story/
I realize character customization can include both cosmetic and gameplay oriented elements. But to your point about developers responding to perceived market desires, clearly Bioware or EA thought some form of character customization is what the user base wanted so that's where resources were directed even though it has little to no impact on the game. Personally, I have enough of an imagination that I can empathize with my player character and immerse myself in their world even if I did not create the features of the person I am playing as.
there are people in warframe who have spent hundreds of hours customizing their operator and you barely ever see them at allComparing this game with Kingmaker is pretty apples and oranges
It seems modern developers don't believe in this as a solution. They think players, even popamole players, will always want to create their characters, and they're probably right.
In Shamus Young's recent article on Anthem, he points out that you spend time customizing your character's face but it is never seen. "At the start of the game, you’re allowed to customize your face, but then that face never shows up in cutscenes because the game takes place entirely in a first person view. It feels less like I’m controlling the protagonist of an epic story and more like I’m viewing the world through a GoPro strapped to the forehead of a supporting character." https://www.escapistmagazine.com/v2/2019/02/26/anthem-doesnt-care-about-its-own-story/
I realize character customization can include both cosmetic and gameplay oriented elements. But to your point about developers responding to perceived market desires, clearly Bioware or EA thought some form of character customization is what the user base wanted so that's where resources were directed even though it has little to no impact on the game. Personally, I have enough of an imagination that I can empathize with my player character and immerse myself in their world even if I did not create the features of the person I am playing as.
So I just wanted to check the questions in the comment section and this was on top.
Wow, who could have possibly seen that com-Very Feargusy admission:
The concept that became The Outer Worlds actually started before Tim Cain and Leonard Boyarsky were assigned to the project. Obsidian's owners wanted to make a sci-fi game, but Feargus also thought that straight-up Star Trek-style sci-fi doesn't sell as well fantasy and post-apocalyptic, so he decided it would be "post-apocalyptic sci-fi" ("Fallout meets Firefly").
Tim and Leonard then took that initial concept and went in their own direction.
Unfortunately, Feargus being the one behind the pitch is a huge red flag. He was also the one who, together with Chris Parker, pitched the idea for Alpha Protocol.I find it hard to believe this is Cain and Boyarsky's dream project when it's such an obvious attempt to bank on the positive reputation of Fallout: New Vegas, an Obsidian game neither of them had any involvement with. Yet for some baffling reason, they decided that what people really must have liked about New Vegas and that they had to recreate were the terrible combat and VATS. Even the laughably awkward killcam looks like it came straight out of a Bethesda game.
The focus on companions is also much more characteristic of Obsidian games than it is of Troika games.
He was also the one who, together with Chris Parker, pitched the idea for Alpha Protocol.
Doesn't sound like what the owners came up with was much of a pitch, more like the seed of a pitch. The whole corporations thing, for example, seems to come from Tim & Leonard.
Pretty sure Infinitron was replying to Cross' assertion that the idea coming from Feargus was a red flag. As we've all seen, the initial idea rarely means much without implementation; the best of ideas can result in a shitty game and the most derivative of ideas can still end up as something good.Doesn't sound like what the owners came up with was much of a pitch, more like the seed of a pitch. The whole corporations thing, for example, seems to come from Tim & Leonard.
That was a question? I didn't assume otherwise from the way Tim and Leonard talk about the game and the whole Tim, Chris (Jones) and Leonard's after work meal thing (where they discussed HOW they would make a sci-fi rpg) they mentioned in the last interview.
So, Feargus says Obsidian now have "three-ish" (actually four) teams. Outer Worlds, finishing up PoE2, and two new projects.
He says he can't talk about who will own the rights to make future Outer Worlds games, Take-Two or Microsoft. Guess it's something that's getting hashed out by the suits.
itt we discover that many codexians can’t into data visualisation
and think that makes them s.m.r.t. smart
Pretty sure Infinitron was replying to Cross' assertion that the idea coming from Feargus was a red flag. As we've all seen, the initial idea rarely means much without implementation; the best of ideas can result in a shitty game and the most derivative of ideas can still end up as something good.Doesn't sound like what the owners came up with was much of a pitch, more like the seed of a pitch. The whole corporations thing, for example, seems to come from Tim & Leonard.
That was a question? I didn't assume otherwise from the way Tim and Leonard talk about the game and the whole Tim, Chris (Jones) and Leonard's after work meal thing (where they discussed HOW they would make a sci-fi rpg) they mentioned in the last interview.
Time has not been kind to Feargus.
He's probably right tbh, a lot of popular scifi are space operas, post-apocalyptic, and space westerns.Very Feargusy admission:
The concept that became The Outer Worlds actually started before Tim Cain and Leonard Boyarsky were assigned to the project. Obsidian's owners wanted to make a sci-fi game, but Feargus also thought that straight-up Star Trek-style sci-fi doesn't sell as well fantasy and post-apocalyptic, so he decided it would be "post-apocalyptic sci-fi" ("Fallout meets Firefly").
Tim and Leonard then took that initial concept and went in their own direction.