"Kyros be praised! That oathbreaker fought with the rage of Cairn himself!"
Cairn, the mountainous Archon of Stone, accompanied the Disfavoured on the conquest of the Tiers. His temper and proclivity toward destructive solutions often branded him a liability to the otherwise orderly takeover, but his powers were not easily dismissed. During the Azure campaign, Cairn went on a rampage - declaring himself independent of Kyros, and the conques...
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While I don't mind the tooltips, you are perfectly right about good writers can incorporate these lore bits into their writing without it being overwhelming. And really, you don't even have to explain every detail about the setting, I think most players can figure them out. Even if they don't explain what rage of Cairn means, I think most of us can figure it out that he is a character who fought with uncontrollable rage, that's why there is a saying like 'fighting with the rage of Cairn". End of story. And you can put the story of Cairn into a book you can find in the game. Because it seems Cairn's story is not essential to the main storyline, so it doesn't hurt to put it into a lore book.God damn dumbfucks. Who in their right mind thinks it is a good idea to have lore tooltips? It is like jumping to wikipedia when reading a book.
Is modern day Obsidian this inept? Torment took Planescape and dumped all of it naturally into the writing, without ever needing to take the time to explain what "barmy berk" meant. The soldiers in Malazan curse saying "Hood take you" or exclaim "Hood's breath!" - the writer doesn't need to stop the story to tell you that Hood is the god of death in the setting.
A writer with actual talent would naturally incorporate the lore in the setting in a way that doesn't require explicit explanations, unless it is something the characters themselves haven't yet encountered. The incompetent hacks at Obsidian need to stop their storytelling whenever their characters use in-setting lingo because... they think their players are retarded?
"Kyros be praised! That oathbreaker fought with the rage of Cairn himself!"
Wow, evokes the feeling that this Cairn fellow is important. So he seems to be characterized by fearsome fighting spirit. Interesting!
Now, if this "Cairn" is somewhat relevant to the setting, you could reveal further details about him/it by further references that tell us more about his/its characteristics, like Malazan does with "Hood". The different curses reveal different facets of the person they are referring to, which eventually let you figure out what kind of a deity they are swearing to.
...obsidian on the other hand...
Cairn, the mountainous Archon of Stone, accompanied the Disfavoured on the conquest of the Tiers. His temper and proclivity toward destructive solutions often branded him a liability to the otherwise orderly takeover, but his powers were not easily dismissed. During the Azure campaign, Cairn went on a rampage - declaring himself independent of Kyros, and the conques...
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HOW WAS THIS RELEVANT TO THE CONVERSATION I WAS READING EARLIER?
The problem was it was not reactive enough, like Vailian ambassador telling my pc about their politics and whatnot, even if I had that vailian background.In PoE, i honestly enjoyed abit about the lore dumps, but it got old in the end of the game or when you try to do a second playtru
(e) All those writers and designers are gone from Obsidian and there's only mmo devs now
Here's a picture of some chimps passing on culture that will be inherited by future generations of chimp.
Culture is a bit like a virus that can be passed on indirectly like through contact with door knobs or surfaces that have been touched by sick people.
Have they clarified what the eight day limit is for? Just one quest or for the main plot?
Ok, evil overlord, his powerful lieutenants and even telepathy - they said the game is influenced by the Black Company, I didn't realize it was this extensively. I am not saying it's bad, but I wonder how they can pull this off.They used that to show voices of nerat using telepathy with the player, so isn't just infodump.Hah, there are context-specific mouse-over pop-ups in dialogue:
Definitely a new approach to writing.
What I meant with the Tolkien example is that he doesn't have his characters explaining to each other basic in-universe common knowledge. Yes, he is description heavy, that doesn't mean it's all exposition dumps, the Silmarillion's idea is to present legends and stories in Middle-Earth, so that can hardly be at fault for lore dumping, i.e. you know what you are getting into.
You really, really can't compare Tolkien and Obsidian and have Obsidian come out on top, no matter how contrarian you want to be.
God damn dumbfucks. Who in their right mind thinks it is a good idea to have lore tooltips? It is like jumping to wikipedia when reading a book.
God damn dumbfucks. Who in their right mind thinks it is a good idea to have lore tooltips? It is like jumping to wikipedia when reading a book.
If you don't like footnotes, don't read them.
Suggesting to ignore the tooltips doesn't really solve anything that's inherently wrong with this approach.Who in their right mind thinks it is a good idea to have lore tooltips? It is like jumping to wikipedia when reading a book.
Is modern day Obsidian this inept? Torment took Planescape and dumped all of it naturally into the writing, without ever needing to take the time to explain what "barmy berk" meant.
A writer with actual talent would naturally incorporate the lore in the setting in a way that doesn't require explicit explanations, unless it is something the characters themselves haven't yet encountered.
Suggesting to ignore the tooltips doesn't really solve anything that's inherently wrong with this approach.
Even if it was so, and I am not saying I would fully agree with that, how things were done in Torment is irrelevant to the argument for demanding writing that sheds light on the setting and the world naturally, isn't it? I could remove the quote about Torment, and it wouldn't change anything with respect to the present discussion.Suggesting to ignore the tooltips doesn't really solve anything that's inherently wrong with this approach.
Torment's writing was full of lengthy infodumps, that certainly wasn't natural-sounding dialogue.
Suggesting to ignore the tooltips doesn't really solve anything that's inherently wrong with this approach.
Torment's writing was full of lengthy infodumps, that certainly wasn't natural-sounding dialogue.
and at least put in context by the player is supposed to be an amnesiacSuggesting to ignore the tooltips doesn't really solve anything that's inherently wrong with this approach.
Torment's writing was full of lengthy infodumps, that certainly wasn't natural-sounding dialogue.
I guess you only find that out by actually playing the game and gaining insight how it feels. I don't think it will, after all, be something that makes or breaks the game. But as shown, does certainly not look the most elegant of the solutions.I think you could argue that gaining information from footnotes is organic and natural to this game's setting. You could think of it as your Fatebinder consulting his notes.
God damn dumbfucks. Who in their right mind thinks it is a good idea to have lore tooltips? It is like jumping to wikipedia when reading a book.
If you don't like footnotes, don't read them.
Even if it was so, and I am not saying I would fully agree with that, how things were done in Torment is irrelevant to the argument for demanding writing that sheds light on the setting and the world naturally, isn't it? I could remove the quote about Torment, and it wouldn't change anything with respect to the present discussion.
And yet Torment still didn't interrupt the conversation to explain exactly what Lady of Pain or Mercykillers or whatever was. Let me highlight, interrupt the conversation. Those "footnotes" are exactly that, skipping back to the end of the book to figure out what the hell the term or reference was again. It simply does not work with anything where you are supposed to immerse yourself in.
If the game is written with a crutch like that, it will definitely impact the writing. It isn't something you can just ignore. No need to think about subtlety or natural flow, players will just read the tooltips, right?