Generic-Giant-Spider
Guest
I’m glad I didn’t use a balding middle aged man gif or you would really be upset.
I couldn't tell the difference with that sixhead.
I’m glad I didn’t use a balding middle aged man gif or you would really be upset.
Has there been any talk of mod tools for this game?
Even if the base content is banal, mods could turn this into a Skyrim-esque success.
Nor fun.NO WACKINESS ALLOWED
Good.Nor fun.NO WACKINESS ALLOWED
They are going to double down on POZ and ZOG just you wait."How dare they attack someone's artistic career because they don't like his personal behavior"
"I'm going to speak out against this game because I don't like the personal tweets of one of the designers"
Pick one.
NO WACKINESS ALLOWED
Fair enough. But then don't call the game "Bloodlines" if it has nothing to do with it any more.Good.Nor fun.NO WACKINESS ALLOWED
I hate fun.
They are going to double down on POZ and ZOG just you wait.
On Malkavians:There's a new interview with Brian and Cara!
Mitsoda: "I looked at some Bloodlines 1 Malk replies and I was like, 'Wow - we would never approach them that way.'"
"They're not gonna be wacky, ever."
"There is a big twist with them this time."
Does Deb of Night return?
Mitsoda: "I don't know what I'm allowed to say .. I will say there's a radio show .. I'm very proud of the radio in this game .. the radio is very funny."
On the writing:
Ellison: "Basically, the game is filthy"
Is the cabbie Caine?
Mitsoda: "If I were to definitively answer that one, then people would stop arguing about it ... it's more fun for me if everyone argues about it."
Cara and Brian want to have Native American main characters in the dlc but want approval from the Duwamish that live in Seattle first. Some of the main story revolves around indigenous stuff in some way or Seattle's history with indigenous stuff!
Fascinating. And here I thought alphabet-people is kinda recent thing about which vampires doesn't give a slightest fuck.The game is really lgbtq+ because Seattle is really lgbtq+
There's twice or three times as many characters in this game as Bloodlines 1 and they kind of think the amount of character's will be way impressive for an rpg
Chris Avellone: Class, my lecture and/or discussion is entitled the "kitchen sink theory of game design and gamer perception," and what I learned way back when at Black Isle (groans from class, followed by "not BIS again").
The lesson is this: you can achieve an equally compelling and I'd argue, more compelling story with fewer, deeper characters than a thousand shallow ones.
That, however, is only one of the points I learned and applied concerning a title I worked on back at Obsidian Entertainment before they rose to power and took control of the Western Seaboard (hushed fear from class).
The first point is making fewer characters that are deeper and more reactive creates a more quality experience. We didn't have 40 companions in Torment, we had less than expected for similar titles, and I worried about that decision at the time. In the end, the choice was the right one. It's not just that, though.
Way back in 2010, once upon a time at an IGDA forum panel on story, I was asked what makes a good game story. I argued that a good game story can be achieved with a lot of reactivity, however you choose to implement it. If the story has the player's actions in the game at the forefront, the positive feedback loop is much stronger than a passive story the player is subjected to. I firmly believe that. That was the goal in Alpha Protocol 1, and it delivered, as evidenced by the recent releases of Alpha Protocol 12, Alpha Protocol: Hidden Agenda: International Politics Simulator, and Alpha Protocol: Global Thermonuclear War.
The second point I want to make is something that's largely either given the finger ("what's that," someone whispers, "is that an old symbol of disrespect in the 21st century?"), viewed negatively, or else given a dismissive shrug by the gaming community when you explain why you haven't included a feature in the game.
For example, you may be tempted to ask why don't you include a thousand deep interactive characters? We're paying for this shit, after all, it's the least you can do.
So right you are, you are paying for a quality experience... you in the back, shut up for a second or I'll activate the educational restraint collar... in a blue sky world (back when the skies were blue), having thousands of characters in a game with thousands of ways to interact seems ideal. Great.
The realities of game production, however, give you bookends and force yourself to ask how can you develop the same emotional reward without a ten year development cycle and a two year testing cycle? The unfortunate reality is you have X years, X languages, X amount for voice acting, and X people to make it happen. Your goal is to create a compelling story. Again, my answer is to add reactivity.
So in Alpha Protocol we achieved this by reducing the cast, not only because it complimented the genre (the central cast list in a Bond, Bourne, or Bauer production isn't large - although in 24, the emotional switchbacks among the cast are very high) but because it would create a better story.
Class dismissed.
Fascinating. And here I thought alphabet-people is kinda recent thing about which vampires doesn't give a slightest fuck.The game is really lgbtq+ because Seattle is really lgbtq+
Fascinating. And here I thought alphabet-people is kinda recent thing about which vampires doesn't give a slightest fuck.The game is really lgbtq+ because Seattle is really lgbtq+
All the elders are getting slaughtered in the middle east, nothing but relatively young vampires around.
It’s way more fascinating how you jump to conclusions just to be upset. If you actually listened to the interview you would know that Cara and Brian already say that most old vampires don’t care about sexuality stuff because they’re way more interested in blood and power.Fascinating. And here I thought alphabet-people is kinda recent thing about which vampires doesn't give a slightest fuck.The game is really lgbtq+ because Seattle is really lgbtq+
There's twice or three times as many characters in this game as Bloodlines 1 and they kind of think the amount of character's will be way impressive for an rpg
Brian made this mistake with Dead State; too many characters and his writing becomes really bland and terrible. I recall Avellone saying that one of the things Alpha Protocol did right was keep the cast of characters small.
Edit: here we go
Chris Avellone: Class, my lecture and/or discussion is entitled the "kitchen sink theory of game design and gamer perception," and what I learned way back when at Black Isle (groans from class, followed by "not BIS again").
The lesson is this: you can achieve an equally compelling and I'd argue, more compelling story with fewer, deeper characters than a thousand shallow ones.
That, however, is only one of the points I learned and applied concerning a title I worked on back at Obsidian Entertainment before they rose to power and took control of the Western Seaboard (hushed fear from class).
The first point is making fewer characters that are deeper and more reactive creates a more quality experience. We didn't have 40 companions in Torment, we had less than expected for similar titles, and I worried about that decision at the time. In the end, the choice was the right one. It's not just that, though.
Way back in 2010, once upon a time at an IGDA forum panel on story, I was asked what makes a good game story. I argued that a good game story can be achieved with a lot of reactivity, however you choose to implement it. If the story has the player's actions in the game at the forefront, the positive feedback loop is much stronger than a passive story the player is subjected to. I firmly believe that. That was the goal in Alpha Protocol 1, and it delivered, as evidenced by the recent releases of Alpha Protocol 12, Alpha Protocol: Hidden Agenda: International Politics Simulator, and Alpha Protocol: Global Thermonuclear War.
The second point I want to make is something that's largely either given the finger ("what's that," someone whispers, "is that an old symbol of disrespect in the 21st century?"), viewed negatively, or else given a dismissive shrug by the gaming community when you explain why you haven't included a feature in the game.
For example, you may be tempted to ask why don't you include a thousand deep interactive characters? We're paying for this shit, after all, it's the least you can do.
So right you are, you are paying for a quality experience... you in the back, shut up for a second or I'll activate the educational restraint collar... in a blue sky world (back when the skies were blue), having thousands of characters in a game with thousands of ways to interact seems ideal. Great.
The realities of game production, however, give you bookends and force yourself to ask how can you develop the same emotional reward without a ten year development cycle and a two year testing cycle? The unfortunate reality is you have X years, X languages, X amount for voice acting, and X people to make it happen. Your goal is to create a compelling story. Again, my answer is to add reactivity.
So in Alpha Protocol we achieved this by reducing the cast, not only because it complimented the genre (the central cast list in a Bond, Bourne, or Bauer production isn't large - although in 24, the emotional switchbacks among the cast are very high) but because it would create a better story.
Class dismissed.
Fascinating. And here I thought alphabet-people is kinda recent thing about which vampires doesn't give a slightest fuck.The game is really lgbtq+ because Seattle is really lgbtq+
All the elders are getting slaughtered in the middle east, nothing but relatively young vampires around.
Dead State's problem was never that it had too many characters, man. Dead State's problem was that the gameplay never evolved beyond scavenging in post apocalyptic Texas with a slow ass combat system that took ages to reach your turn, the Torque engine literally made in some guy's garage, the bugs that made events repeat, the repetitive music that never changes regardless of what your current game state is, the general un-fun nature of upgrading facilities in home base, and the overall lack of things to do in the game that just resulted in a purgotory-like state of never ending repetition that caused most people to call the game done midway.
The writing was fantastic, and I highly doubt Annie wrote for more than any of the characters who were just female wish-fulfillment sex fantasies, so my hat goes off to Mitsoda for surprising me.