Bit of an insight into Leonard's design philosophy. Passing a dialogue skill check MUST benefit the player. You invested points into the skill so you deserve a reward.
Typically lying to an NPC requires you to pass a skill check. Tim wanted there to be a Flaw where if you lied to people too many times, you'd have the option to take a Flaw that would force you to ALWAYS lie to people. But Leonard said, if lying is always beneficial then how is that a flaw?
That's really interesting, actually. And a bit sad, because I think they're both right. They need somebody to moderate, but who could possibly play that roll? They're Tim and Leonard for Christ's sake.
They got hung up on the semantics of the word "flaw." What's a flaw? A narrow version of traits. Why can't a person patholigically lie? I agree with Tim on that one. Then again, if lying brings nothing but benefits (as per his philosophy) then there's no point to including it in the game, as per Leonard.
I understand that creating anything, from a video game, to a book, to a painting, requires some compromise between foresight and capacity. You could come up with the "perfect" concept or the "perfect" system, only to see it all crumble as development continues. Don't we, as consumers, see this happen when we play RPGs for the first time? Don't we play around with different builds, fuck them up miserably, and eventually come to the one(s) we like? CRPGs are fundamentally... RPGs. They're tabletop LARPs in digital format. Playing them is a journey. Imagine how tough it is to create one, and to do so with a budget and time constraints.
HOWEVER!
HOWEVER!
When we get guys like Tim and Leonard together, I expect a bit of a miracle. Sadly, this feels like something less. I sincerely hope they prove me wrong, but for all the talk they give to this being the "RPG they wanted to make," I can't shake the feeling of under-funded Obsidian trash. The lack of compromise, or even understanding, of what constitutes a flaw indicates a very rushed early dev cycle. Thoughts were thrown on the table, general ideas popped into existence, and a game began to manifest; by the seats of their pants, Obsidian began development, and by the seats of their pants I'm afraid we will find ourselves disappointed once again.
Sounds like they really had to cut a lot of content in this game. Guess it wouldn't be a Cain & Boyarsky game otherwise. Tim mentions one "corporate intrigue" quest that had to be cut, that would have let you empower one corporation and damage another.
All games cut content, but this seems like Skyrim levels of destruction.