Grunker
RPG Codex Ghost
Finally fixed the foliage. GOTY 2023
Yeah, that sounds about right."As someone who used to play games mostly on a PC and now plays mostly on a console hooked to a big TV," says Cain, "I am looking forward to the 4K resolution and increased texture sizes."
Don't be so harsh on AP. It's an all right game.Is this the best Alpha Protocol spiritual successor, or just the one that hews the closest to the original vision?
ORANGE MAN BADSomething that sticks out upon revisiting The Outer Worlds is that it is a much more hopeful world than Fallout. In those games, while the story plays out things rarely get better, they simply change, and the world is still burned to a crisp. As cynical and satirical as The Outer Worlds is, it focuses on humans managing to survive in the face of overwhelming odds and unending corporate greed.
Both Boyarsky and Cain bring up how many of the characters you meet are just “people trapped in the system,” as Boyarsky puts it. He goes on to explain that maybe the darkness of the Fallout games is down to “the naivete of us in our early 30s,” in his words this was a time when “everything seemed to be going good on the surface”. At that time the games industry was growing, and there was a tech bubble that seems like it will never burst, “It just seemed like a hopeful time”. As a result, the team leaned into making the Fallout universe grim because, according to Cain, “it’s funny to go dark when everything’s great.”
But when it came time for a spiritual successor to these games, Cain mentions that The Outer World started development in April of 2016, and that “reality intruded a little bit… the world changed greatly,” and it seems like Obsidian needed to focus on the possibility of better futures in the face of a grim reality. Boyaskary explains that he thinks their games will always be dark and cynical to a point, “but when the world gets really dark,” he says “I think you take on trying to find that hope.”
It would help if the powers that be did not keep posting/bumping threads with new marketing material dedicated to these garbage games. Codex is like 60% threads dedicated to garbage, 40% to acceptable or greater. It's very unfortunate. But that's fine, because most (but not all) threads are of the garbage games getting mocked and the good games getting praised, I just wish the codex had a little more emphasis on the incline as opposed to the decline, even if the incline is very hard to find these days.Twice I almost cashed in and bought this game, and twice I came here to remind myself that it's a bad idea. Thank you Codex.
The use of AI in dialog dynamics has a lot of potential. But for it to work properly, wouldn't it impact the game design negatively ? Like, purposefully restraining your creativity for the sake of safeguarding the AI specific framework ?
Feels like handmade reactivity will remain preferable for a long time to me.
Interesting, that's pretty much as I suspected is possible (especially the third paragraph).I think the most obvious and pragmatic use AI would help with is, just as for semantic web, the ability to let the player literally type stuff in.
We would have gone from keyword to dialog options (which really are decorated keywords as long as systems are concerned) to actual free input.
But I don't see how it could amount to anything, ultimately, but finding your own way to ask what the designer would have let you ask in the first place.
For AI use to make sense, you'd have to review your designs principles. It wouldn't be mere feature to toy with, but an actual paradigm shift to marry, I assume.
Because, yeah, you could have a discussion with an NPC about the state of the town and how the local dwarf bank is full of niggards, and it can even feel eerily authentic to some extent... but to what end after all ?
It's already difficult to fully grasp the potential of our current design architectures, so to imagine what could be done with AI-processed NPC behaviour is nigh impossible.
An angle of work I feel would be interesting is to look into how such a way to handle dialogs can help craft investigation in such games.
The way investigation works today is, by necessity, scripted and therefore deterministic. You'll eventually find the solution in the finite given amount of options. But with AI, said options are potentially infinite, meaning that with proper beacons (not to turn it into an impossible task ofc), you could deliver new ways to let the player unravel mysteries and shit.
One thing's for sure, and that's the potential of tomorrow's AI-powered systems.
On the long run though, the designer's job will evolve into an architect role. You'll essentially work on beacons and boundaries, and most of the fluff will be AI-generated.
Genuine creation will be the exclusive lot of geniuses, whose genius will warrant discovering the fruit of their writing, and I can't really say that's such a bad thing.
"capitalism bad, m'kay?" is not the problem. Bad writing is the problem. Get it straight, storyfags!What's especially striking about it though is that it is Fallout: New Vegas. It's the same game, and yet it doesn't work, whereas New Vegas does in spite of itself. Probably a lot to analyse there.
It's missing all the interesting parts of F:NV: the factions and their rock-paper-scissors idealogical conflict, interesting writing, and believable characters.
Outer Worlds is "capitalism bad, m'kay?" with shitty guns and forgettable characters.
"capitalism bad, m'kay?" is not the problem. Bad writing is the problem. Get it straight, storyfags!What's especially striking about it though is that it is Fallout: New Vegas. It's the same game, and yet it doesn't work, whereas New Vegas does in spite of itself. Probably a lot to analyse there.
It's missing all the interesting parts of F:NV: the factions and their rock-paper-scissors idealogical conflict, interesting writing, and believable characters.
Outer Worlds is "capitalism bad, m'kay?" with shitty guns and forgettable characters.
In FNV, football gear barbarians and US troopers are not a problem (or even a joke) because the writings are good and cover all that jazz.
Truth be told, Outer World is missing a great deal with their terrible writing department. The idea of 50s-style Science Fictiony direction is a comparable idea to retrofuturism. But the main issue is the excution.
Outer World 2 could be on to a good thing if their writing department improve to the level of FNV, Bloodlines, or Fallout 2.
Is this the best Alpha Protocol spiritual successor
Leaves don't move by themselves you know.So they are charging you for a slight graphical update... wow.
Uh... get?FNV gameplay is more than a decade right now and do we get tired of that? No.
What the fuck are you talking about?Is this the best Alpha Protocol spiritual successor, or just the one that hews the closest to the original vision?
Exactly, the irony levels are off the charts, good fucking job for once.The fact they're trying to charge people for this upgrade is far funnier than anything I saw in the game itself, and boy it tried.