AwesomeButton
Proud owner of BG 3: Day of Swen's Tentacle
One of the few things of consequence was that siding with different factions gives you combat abilities unique to that faction.
"During character creation you get to play through how your character was involved in the conquest of the world. You were part of Kyros' army, you were one of their leaders, and those early choices you make set a lot of the starting state of the game."
"We tried to find choices that have different levels of impact, some of them are very large-scale, like the changing of an entire environment, some of them are "you ran into this NPC during the conquest he's now your enemy in the game""
"There is a mix of reactivity, based on that. Mainly because with any type of game generating art is one of the most expensive things you can do, so we couldn't make every single choice result in a complete difference in the art and environments you see, but we tried to make those moments feel very distinct and very impactful when they happen."
I was right about the Iceberg of Popamole it seems:
"One of the things we saw, looking at Pillars, it wasn't actually a six player party because you have characters with allied pets and summoned creatures, so sometimes that six person party would result in a lot of characters on screen. I think one of our programmers, before Pillars launched, put together a party that was full of chanters, all of them summoning skeletons, to create a giant horde of summons to swarm the enemy, it was his own version of the Zerg rush. It was very fun to watch, but it was also a lot harder to keep track of what's going on in combat when you have that many characters performing actions all at the same time. So one of the reasons we decided to go for a four person party is that, we kinda wanted combat to feel a little more faster paced Pillars, and with going with four people in a party it's much easier to keep track of the overall battle and because we have fewer party members we can have a smaller number of enemies in the encounters you're facing. So the overall number of actors moving around on screen is less and it's much easier for players to keep track of everything that's going on and really understand what abilities their allies are using, which caster is about to get off one of the powerful spells and you have to go and stop him before he can actually issue that spell. The reduced party size really helped with the overall streamlining of combat and making it much more faster-paced and a more personal experience."
Well, I was poking fun so far, but this indeed shows great promise of being shit.
"During character creation you get to play through how your character was involved in the conquest of the world. You were part of Kyros' army, you were one of their leaders, and those early choices you make set a lot of the starting state of the game."
"We tried to find choices that have different levels of impact, some of them are very large-scale, like the changing of an entire environment, some of them are "you ran into this NPC during the conquest he's now your enemy in the game""
"There is a mix of reactivity, based on that. Mainly because with any type of game generating art is one of the most expensive things you can do, so we couldn't make every single choice result in a complete difference in the art and environments you see, but we tried to make those moments feel very distinct and very impactful when they happen."
I was right about the Iceberg of Popamole it seems:
"One of the things we saw, looking at Pillars, it wasn't actually a six player party because you have characters with allied pets and summoned creatures, so sometimes that six person party would result in a lot of characters on screen. I think one of our programmers, before Pillars launched, put together a party that was full of chanters, all of them summoning skeletons, to create a giant horde of summons to swarm the enemy, it was his own version of the Zerg rush. It was very fun to watch, but it was also a lot harder to keep track of what's going on in combat when you have that many characters performing actions all at the same time. So one of the reasons we decided to go for a four person party is that, we kinda wanted combat to feel a little more faster paced Pillars, and with going with four people in a party it's much easier to keep track of the overall battle and because we have fewer party members we can have a smaller number of enemies in the encounters you're facing. So the overall number of actors moving around on screen is less and it's much easier for players to keep track of everything that's going on and really understand what abilities their allies are using, which caster is about to get off one of the powerful spells and you have to go and stop him before he can actually issue that spell. The reduced party size really helped with the overall streamlining of combat and making it much more faster-paced and a more personal experience."
Well, I was poking fun so far, but this indeed shows great promise of being shit.