Lambach
Arcane
And that's where the fantasy lies tbqh.
Feel free to disagree with that, but one point you can't argue is that at least fewer people get fucked over in that case.
And that's where the fantasy lies tbqh.
Also this could have had a role to play (Outer World discussion starting 1:52):Someone ask Cain/Boyarski how they made this piece of shit yet?
Letting the new blood have too much freedumb on the project/not telling them their ideas were dumb.
Also this could have had a role to play (Outer World discussion starting 1:52):Someone ask Cain/Boyarski how they made this piece of shit yet?
Letting the new blood have too much freedumb on the project/not telling them their ideas were dumb.
TOW is a game for the masses, requiring someone to plan their character before they've even started is considered bad game design.Not dismissing Cain's point about risk-aversion and caution. It could explain why TOW felt so bland, for example why the perks feel so weak (and don't have attribute requirements? been a while since I, unfortunately, played it). There's definitely a "design by committee" play it safe feel to it which is why the game feels so meh.
The game's solution is to put a competent capitalist in charge.
Based and Chad-pilled.
also, I have nary a fucking clue about the game, I just found this discussion interesting
TOW is a game for the masses, requiring someone to plan their character before they've even started is considered bad game design.Not dismissing Cain's point about risk-aversion and caution. It could explain why TOW felt so bland, for example why the perks feel so weak (and don't have attribute requirements? been a while since I, unfortunately, played it). There's definitely a "design by committee" play it safe feel to it which is why the game feels so meh.
If one is making a game for some degree of thousands then sure, make them use a spreadsheet before they start (e.g. Underrail).
But it's not a "capitalism bad" story.it's the most boring version of a "capitalism bad m'kay" story you can imagine
However, co-director Boyarsky said the studio has been “very careful” not to “lecture” players with the themes featured in the game, telling VGC it’s “the last thing we want to do.”
He said: “I like money: I’m not against capitalism and in a lot of ways I’m happy with our society. But of course there are a lot of ways in which it could be improved.
Boyarsky said The Outer Worlds’ story is less a critique of modern capitalism and more about “power and how power is used against people who don’t have it.”
He said: “It can be insidious; the way which people control the stories you tell about the world. If you let other people control that narrative, then they can control you to a certain degree. That can be any form of government: if it wasn’t capitalism it could be something else.”
I have no interest in Elden Ring, but if it's like Dark Souls and Bloodborne, it's not a "plan your build in advance or you get brickwalled" it's "if you fuck up your build you'll just have to grind for a long while to fix it" which is more palatable.TOW is a game for the masses, requiring someone to plan their character before they've even started is considered bad game design.
If one is making a game for some degree of thousands then sure, make them use a spreadsheet before they start (e.g. Underrail).
It's so badly told that it actually makes you root for capitalism insteadThe game's solution is to put a competent capitalist in charge.
Based and Chad-pilled.
also, I have nary a fucking clue about the game, I just found this discussion interesting
it's the most boring version of a "capitalism bad m'kay" story you can imagine
But it's not a "capitalism bad" story.it's the most boring version of a "capitalism bad m'kay" story you can imagine
However, co-director Boyarsky said the studio has been “very careful” not to “lecture” players with the themes featured in the game, telling VGC it’s “the last thing we want to do.”
He said: “I like money: I’m not against capitalism and in a lot of ways I’m happy with our society. But of course there are a lot of ways in which it could be improved.
Boyarsky said The Outer Worlds’ story is less a critique of modern capitalism and more about “power and how power is used against people who don’t have it.”
He said: “It can be insidious; the way which people control the stories you tell about the world. If you let other people control that narrative, then they can control you to a certain degree. That can be any form of government: if it wasn’t capitalism it could be something else.”
I have no interest in Elden Ring, but if it's like Dark Souls and Bloodborne, it's not a "plan your build in advance or you get brickwalled" it's "if you fuck up your build you'll just have to grind for a long while to fix it" which is more palatable.TOW is a game for the masses, requiring someone to plan their character before they've even started is considered bad game design.
If one is making a game for some degree of thousands then sure, make them use a spreadsheet before they start (e.g. Underrail).
It's not even anti-corporate, because the sympathetic characters are all corporate managers who played by the rules and were competent but were mismanaged into hell. But even you have to agree that being anti-corporate isn't the same thing as being anti-capitalist. 'This Oligopoly is literally the government for the entire star system and it happens to have evolved into a dystopia when it didn't have to' is nowhere close to a criticism of capitalism.anti-corporatist tale
Classic Roguey. You were responding to someone talking about attribute requirements. Elden Ring has a gazillion of those. Even if that was a concern, allowing free respec is still a better solution than designing a shit character system.
Sometimes your philosophy of lowest-common-denominator-design just isn't true. The path of least resistance is what brought you to it - not its truth-value
It doesn't deliver much eitherOuter Worlds demands little
Classic Roguey. You were responding to someone talking about attribute requirements. Elden Ring has a gazillion of those. Even if that was a concern, allowing free respec is still a better solution than designing a shit character system.
Sometimes your philosophy of lowest-common-denominator-design just isn't true. The path of least resistance is what brought you to it - not its truth-value
For equipment and not perks, right? DIfferent thing.
Elden Ring is a highly demanding game that happens to have massive appeal thanks to over a decade of From building up its brand. Outer Worlds demands little. "Having to plan/build a character before you can even start playing is bad game design" isn't a statement that originated from me, I've read it from multiple professional game designers. Outer Worlds rebels just a bit by making you choose your attributes and tag your skills before playing through a tutorial level, though it does so in a very streamlined fashion.
TOW is a game for the masses, requiring someone to plan their character before they've even started is considered bad game design.
If one is making a game for some degree of thousands then sure, make them use a spreadsheet before they start (e.g. Underrail).
Delterius my poor boy, don't tell me you defend this trash
i'm not defending anything, i'm just describing the actual existing plot and world that is in the game.I think TOW's mediocrity transcends scoring systems. The game fills the entire checklist for a 3/5, the problem is how it does so. As others have said there isn't anything that stands out in the game. So it goes from serviceable and entertaining enough - which is what mediocrity should be - to not worth thinking about. It's like if you made sauce with decent tomatoes and olive oil only to forget adding salt and seasoning. You're never doing that again.
Delterius my poor boy, don't tell me you defend this trashi'm not defending anything, i'm just describing the actual existing plot and world that is in the game.I think TOW's mediocrity transcends scoring systems. The game fills the entire checklist for a 3/5, the problem is how it does so. As others have said there isn't anything that stands out in the game. So it goes from serviceable and entertaining enough - which is what mediocrity should be - to not worth thinking about. It's like if you made sauce with decent tomatoes and olive oil only to forget adding salt and seasoning. You're never doing that again.
You only say this because you grew up in the dark days of this being the accepted paradigm. From wasn't a fluke, it was just a new paradigm.
The ironic thing is that it makes Outer Worlds feel outdated. It's from an era where blandness and shallow system design was praised. Outer Worlds isn't "for the masses", it's for the Fallout 3 crowd. The kids who themselves are today what we were back when Fallout 3 was released.
Designers claiming planning in advance is bad are behind the times if anything. Respeccing and various types of systems allowing builds/specializations (usually some derivative of skill trees) are pretty much a design standard and it's hard to find a game, especially "live service" or open world one, without this type of mechanics. WOW, lootathons (Diablo, Borderlands etc.), even fucking mobas to some degree, spread the concept far and wide to the point you need to be a FIFA-only casual not to be aware of it. Even fucking COD multiplayer allows you to specialize IIRC for over 10 years now, since cod4: modern warfare (although granted this was less permanent than the other examples, but still shows how common the basic concepts are)?
Furthermore as far as the "required to" thing and brickwalling goes, I can't comment on Underrail as I never played that, but even with the "read the fucking manual" perk approach of Fallout none of them were really needed for anything, as the PC's power anyway came mostly from gear and skills facilitating it's effective use in the case of weapons. Yes a hypothetical "can't finish the game after playing for a few hours, your build has no good perks available with these attributes and the mandatory boss kills you, restart" game could be made, maybe Underrail is one, but this is a balance (and linear design) issue as shown by Fallout, and I personally can't think of a RPG that gated perks/feats/skills behind attributes that resulted in a chance of getting brickwalled. Now fucking up a build due to bad choice of attributes and starting skills and getting brickwalled AoD style, that's something different and a matter of preference, but usually results in a quick reroll after 20 minute at most.
Is it? The biggest western RPGs from the last five years (i.e. sold at least a few million): Kingdom Come Deliverance (no planning period), Greedfall (basic character building no planning), Disco Elysium (basic building, no planning obviously), Outer Worlds, Wasteland 3 (accessible party-building), Cyberpunk 2077 (attribute requirements on perks but you gain attributes throughout the game, also significantly overhauled in 2.0 so not exactly an example of stellar design), Hogwarts Legacy (no planning), Baldur's Gate 3 (from what I read, it ignores the very few attribute prerequisites 5e has), Starfield (come on).
Tim boasted in a video that The Outer Worlds is his best-selling game by far. Perhaps if Arcanum had tried to be a polished, casual, and accessible game Troika would have lasted a lot longer to make more reactive RPGs with 00s-quality writing. They were never good at being "hardcore."
See above. Don't care what multiplayer games are doing, they're a different thing from single player RPGs.
You're assuming a player who's good at playing games. A great deal aren't (see Sawyer's QA horror stories).
I'll put a pin in this and perhaps return to it in 10 years.My argument was that that old paradigm is no longer applicable because the average gamer is more exposed to RPG concepts like character builds including planning, and it's barely any kind of leap for them to to go from "I specialize during the game as I gain talent points" to "I also have to pick some stats in advance that limit my future specialization".
Single player and multiplayer games cater to different people even when targeting the broadest possible audience.See above. Also you claim TOW was made for the "masses", the "masses" also play multiplayer games, it doesn't matter you don't care about what those games are doing, it's relevant to what the "masses" are familiar with and capable of.
Yes. People don't change.Should we assume the average player will walk around in circles like that one infamous Half-life 2: Episode 2 QA tester also based on one developer commentary?
In my view, the bland perks are collateral damage from the decision of gaining some automatically when you reach skill thresholds. With 18 skills and 5 thresholds (6 if you got Perils of Gorgon installed), that's 90 perks (108 if you have Perils of Gorgon installed) that are removed from the perk selection. That's not insignificant.A particularly bad outbreak of sawyeritis at Obsidian's offices (explains both the bland perks and why Roguey enjoys the game).
I know that was the lore given in the pre-release promotion cycle, but doesn't the game say that the galactic colonization was only enabled because a government wrestled power away from the corporations after they exhausted themselves in a war ? It's part of the reason why Halcyon is promoted as a colony by and for corporations, because a state otherwise reined them in.its a world where anarcho-capitalism enabled technological development to the point where earth colonized the galaxy.
I disagree. There is a big difference between seeing, in the same screen, that a particular ability down the progression tree needs to have taken another one previously and that some abilities are exclusive to one another (see the Barbarian in Deadfire, king of this system) and being informed that one ability needs not only other abilities but also specific scores in other systems (and let me change screens to see what my current score is and check the rules to remember how they progress).[...] the average gamer is more exposed to RPG concepts like character builds including planning, and it's barely any kind of leap for them to to go from "I specialize during the game as I gain talent points" to "I also have to pick some stats in advance that limit my future specialization".
Single player and multiplayer games cater to different people even when targeting the broadest possible audience.
Yes. People don't change.
I disagree. There is a big difference between seeing, in the same screen, that a particular ability down the progression tree needs to have taken another one previously and that some abilities are exclusive to one another (see the Barbarian in Deadfire, king of this system) and being informed that one ability needs not only other abilities but also specific scores in other systems (and let me change screens to see what my current score is and check the rules to remember how they progress).