CSH Picone
Educated
Correct, but if VD doesn't know whether or not the inquisition game will be party-based, he's unlikely to be able to answer your question about party creation, no?
That I do know - you won't be able to create your own party in our full-scale RPGs (tactical spin-offs are a different story though assuming we manage to make it work financially).Correct, but if VD doesn't know whether or not the inquisition game will be party-based, he's unlikely to be able to answer your question about party creation, no?
Vince said:It should be a blend of three worlds:
- the zero-magic 'normal' world filled with God-fearing people and focused on political intrigues, the Dukes of Hell's agents subtly manipulating the Spanish Grandees and pulling their strings, playing them against each other as if it were a chess game.
- the low magic world of occultists seeking power or knowledge, serving the Dukes of Hell in low capacity, and obsessing over relics
- the high magic world of real 'magic users' who can undo you with a word and can manipulate the fabric of reality
Sort of like three interconnected circles.
As for the rest, there's definitely room for neutral seekers of knowledge and all kinds of damned (The Wandering Jew is probably the best example of proper damnation), but I'd be hesitated to go over the top there, so no vampires or werewolves, most likely. There will be necromancers and the undead of the non-generic variety. That which cannot die should be a very dangerous enemy not the most mundane one.
(...)
The way I see it, neither Lucifer nor the Dukes of Hell would want or need to create monsters. They are way too powerful for that and they fight a different war (against God by corrupting not killing his creations). Thus monsters are a domain of human occultists, those who need such servants to shield them from harm (the Inquisition, brigands, rivals, etc). Reanimating corpses is a cheap and easy way (no shortage of corpses, is there?). Creating a true abomination is much harder. Summoning and binding a lesser demon would be something that only a true master of the dark arts could manage.
Let’s say you’re a talker accompanied by three brutes waiting for your nod to crush your enemies. The problem is that unless your brutes get a regular workout, they won’t be very skilled. So you’re mostly talking your way through the game, your brutes won’t get regular workouts and will never be as skilled as a combat-focused party. They might be able to get you out of trouble but you won’t be able to fight your way through the game.
Don't forget Eternal Darkness: Sanity's Requiem, for Game Cube. When your sanity bar is low you have all kinds of alucionations, from hearing the crying of children to blood in the walls.On subject of Fear and Sanity mechanic, and how well it can be done in practice given the player-character dichotomy, I think one prime example of such implementation of the mechanic will be that of Corruption mechanic in Dawn of War 2: Chaos Rising. Basically, you as the player has the option to do things (or not do things) which would results in character's Corruption meter rises. As the meter rises, a character can gain new, different (and nasty) traits/abilities. Eventually, a consequence to this is that one of the more powerful character will abandon your party, and based on how far the meter rises, you get different endings. While this particular execution isn't exactly what I would expect to see in RPGs, I think the concept is something that can be improved and tweaked to suit the genre.
There's also the upcoming Stygian: Reign of the Old Ones, of which I haven't tried the demo but fingers crossed it will implement Fear and/or Sanity mechanic that's done well for an RPG.
I love the law, and I've probably never been better (certainly never been adjudged better) at anything in my life than being a lawyer. If I wasn't a lawyer, I'd probably want to be a teacher (in fact, I went to law school after being unable to get a job teaching English). Making games full time doesn't really hold that much allure to me. The ability to walk away makes everything about it that would otherwise be exasperating fairly trivial.
That's very generous to say, but, again, based on objective indicators, I'm probably a better lawyer than fantasist. Whether I have an "outstanding talent" at either is dubious.It was a mystery why someone who has an outstanding talent for the creation of worlds and fiction would prefer the dry subject of law.
I guess I should clarify what I mean by "I love the law." You've focused on part of it, which is that I love the ideal of the rule of law. But I also just love grappling with the complexities of the law as a mental exercise. And I enjoy legal writing and argument. I take pleasure in part because I think doing a good job with reading, writing, and arguing the law helps advance the Law, but even if all my legal work took place in a weird simulation without any practical consequences, I would still enjoy it.It seems you believe that you can have a greater impact by following that path. If law only were as venerable as in the Heimskringla. A world in which the law and inalienable rights would guide the people and judges be respected for their wisdom.
That's very generous to say, but, again, based on objective indicators, I'm probably a better lawyer than fantasist. Whether I have an "outstanding talent" at either is dubious.
You are right, we would need to go a long way into the past to find a society and people who genuinely fought for an ideal law, possibly as far back as to Athens and Sparta before the Greek civil war.I also think you have an overly rosy view of the past and an overly grim view of the present.
MRY said:I wound up working with Infinite Interactive, Nikitova Games, TimeGate, Bioware, S2 Games, and inXile—maybe a couple others along the way.
Infinite Interactive: Warlord IV (promotional fiction).
Nikitova Games: Blazecrafters (story/dialogue), an F-Zero type game that AFAIK was never released. (But I was paid, and met Andrei Pozolotin, a remarkable man whose story and advice was, if not life changing, at least very stress/shame-inducing due to my failure to let his guidance change my life.)
TimeGate: Axis & Allies; Kohan II; unreleased MMO; several super early pre-production concepts.
Bioware: Dragon Age: Origins (an unused origin story module for a Human Barbarian; a few other small characters; some general setting/story feedback). This was to be a full-time senior writer position, but they decided that having me offsite was too difficult and I declined to move to Edmonton (which would've required quitting law school, etc.). I suspect if I'd been writing GOAT dialogue, they would've found a way to make long-distance work, though.
S2 Games: Savage 2 (promotional fiction; unit, building, skill descriptions; barks); Heroes of Newerth (similar); unreleased MOBA and RTS games (setting, story, etc. at a more conceptual level, and a few full missions).
inXile: TTON, and some high-level story feedback on Wasteland III. They kindly offered me a chance to work on Wasteland III, but being one of many writers on a big RPG was something I enjoyed once, but probably only once, and I doubted I could make useful contributions given the demands on my time.
Then there's Infinity, the Gameboy Color RPG that was my first paid job ($5,000 for the script) back when I was in college. Never finished, alas. And I swear there were some other things along the way where I wrote a small amount of text for someone for a small amount of money, but without going back and looking at tax returns I probably can't figure it out.
GOAT dialogue
Infinite Interactive: Warlord IV (promotional fiction).
Nikitova Games: Blazecrafters (story/dialogue), an F-Zero type game that AFAIK was never released. (But I was paid, and met Andrei Pozolotin, a remarkable man whose story and advice was, if not life changing, at least very stress/shame-inducing due to my failure to let his guidance change my life.)
TimeGate: Axis & Allies; Kohan II; unreleased MMO; several super early pre-production concepts.
Bioware: Dragon Age: Origins (an unused origin story module for a Human Barbarian; a few other small characters; some general setting/story feedback). This was to be a full-time senior writer position, but they decided that having me offsite was too difficult and I declined to move to Edmonton (which would've required quitting law school, etc.). I suspect if I'd been writing GOAT dialogue, they would've found a way to make long-distance work, though.
S2 Games: Savage 2 (promotional fiction; unit, building, skill descriptions; barks); Heroes of Newerth (similar); unreleased MOBA and RTS games (setting, story, etc. at a more conceptual level, and a few full missions).
inXile: TTON, and some high-level story feedback on Wasteland III. They kindly offered me a chance to work on Wasteland III, but being one of many writers on a big RPG was something I enjoyed once, but probably only once, and I doubted I could make useful contributions given the demands on my time.
Then there's Infinity, the Gameboy Color RPG that was my first paid job ($5,000 for the script) back when I was in college. Never finished, alas. And I swear there were some other things along the way where I wrote a small amount of text for someone for a small amount of money, but without going back and looking at tax returns I probably can't figure it out.
Thank you !
GOAT dialogue
What does it mean?
That I do know - you won't be able to create your own party in our full-scale RPGs (tactical spin-offs are a different story though assuming we manage to make it work financially).Correct, but if VD doesn't know whether or not the inquisition game will be party-based, he's unlikely to be able to answer your question about party creation, no?
ERYFKRAD