- Joined
- May 29, 2010
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- 36,760
Skyrim is a great operant conditioning chamber, beloved by many posters of the Codex.Josh Sawyer is a huge Skyrim fan.
Skyrim is a great operant conditioning chamber, beloved by many posters of the Codex.Josh Sawyer is a huge Skyrim fan.
Anyway, the point isn't to denigrate the gods we all worship despite their flaws, but rather that I can never take ANYTHING meaningful away from their stamps of approval until I see the actual product.
As far as I know, it's never actually been confirmed. I shot Colin McComb a question about it on his Formspring.
McComb said:In general, we'll be handling reputation on a location by location basis. If you're an enemy to the Red Scorpion Militia, they'll remember this and deal with you appropriately. Your actions in other parts of the wasteland will find echoes in specific locations, but we're not going to track capital-R reputation as such. People will deal with you on an individual basis, though your actions will certainly precede you.
Keep in mind that widespread communication is sketchy in Wasteland 2, so people in distant locales won't necessarily know about some of your activities anyway.
Colin McComb said:Generally we try to be concise, but some people just like to talk and talk. And talk. And talk and talk. Let me put it this way: it will be rare to have huge walls of text.I don't doubt that Wasteland 2 will have lots of text in it overall, but actually what I was referring to was the length of individual "pieces" of dialogue. Ie, the size of a single dialog window.
Game is shit, I like walls of texts.
Finally, some good news.http://www.formspring.me/CMcComb/q/418101498040317510
Colin McComb said:Generally we try to be concise, but some people just like to talk and talk. And talk. And talk and talk. Let me put it this way: it will be rare to have huge walls of text.I don't doubt that Wasteland 2 will have lots of text in it overall, but actually what I was referring to was the length of individual "pieces" of dialogue. Ie, the size of a single dialog window.
Depends really, if we are talking huge bricks of text like those in Inquisitor which contain nothing but excessively long speeches, then yes, good riddance indeed, but then there are also games like Planescape: Torment where the text does not simply convey discourse but also provide detailed descriptions of occurrences and character reactions. Personally, I really enjoy the latter, and I feel it would be a shame if they would opt to forego such a superior means of story-telling simply because modern gamers cannot into immersion through reading.
Those are pointless details I don't care about.
Depends really, if we are talking huge bricks of text like those in Inquisitor which contain nothing but excessively long speeches, then yes, good riddance indeed, but then there are also games like Planescape: Torment where the text does not simply convey discourse but also provide detailed descriptions of occurrences and character reactions. Personally, I really enjoy the latter, and I feel it would be a shame if they would opt to forego such a superior means of story-telling simply because modern gamers cannot into immersion through reading.
I don't think this will be a game for modern gamers...
I want good descriptions when you "examine" something or enter a new room/area. Like in Fallouts.
Descriptions are fine when they're separate from dialogue. When the two are combined they just slow down gameplay. Fallout didn't need/use detailed descriptions of what a character was doing as he/she was speaking.Those are pointless details I don't care about.
Item descriptions, character reactions, Adam's apples, noone cares about those details around here.
Descriptions are fine when they're separate from dialogue. When the two are combined they just slow down gameplay. Fallout didn't need/use detailed descriptions of what a character was doing as he/she was speaking.Those are pointless details I don't care about.
Item descriptions, character reactions, Adam's apples, noone cares about those details around here.
Descriptions are fine when they're separate from dialogue. When the two are combined they just slow down gameplay. Fallout didn't need/use detailed descriptions of what a character was doing as he/she was speaking.Those are pointless details I don't care about.
Item descriptions, character reactions, Adam's apples, noone cares about those details around here.
noone
Keep in mind that widespread communication is sketchy in Wasteland 2, so people in distant locales won't necessarily know about some of your activities anyway.