The Technomancer
card-carrying scientician
I'm on like an Obsidian/BI binge right now. Replaying Alpha Protocol, planning after that to finally put more than six hours into New Vegas, planning after that to replay Arcanum
I'm on like an Obsidian/BI binge right now. Replaying Alpha Protocol, planning after that to finally put more than six hours into New Vegas, planning after that to replay Arcanum
I was gonna make a few remarks about Casey Hudson and such but wanted to keep things positive in the threadAnd by that we can just explicitly say Bioware and Bethesda.
I actually recently re-finished it
Maybe we should all replay Arcanum.
Arcanum's a testament on how not to do RTWP combat (or was it all real time?). I just set the difficulty level to easy and kicked my way through the whole game lol. Quest design is what that game was all about anyways...
Arcanum's a testament on how not to do RTWP combat (or was it all real time?). I just set the difficulty level to easy and kicked my way through the whole game lol. Quest design is what that game was all about anyways...
Arcanum's a testament on how not to do RTWP combat (or was it all real time?). I just set the difficulty level to easy and kicked my way through the whole game lol. Quest design is what that game was all about anyways...
If they could take the unique world of Arcanum, the writing and characters of MotB, the replay ability of AP, the bug free coding of DS3 and the free form adventuring of FO:NV, the world would have the bestest RPG ever.
And I'm playing through PS:T for the first time, you should all envy me.
Planescape is the kind of game it gets better every time you play it, so no diceAnd I'm playing through PS:T for the first time, you should all envy me.
I started replaying MotB recently. You should all join me in spirit. Eating.
If they could take the unique world of Arcanum, the writing and characters of MotB, the replay ability of AP, the bug free coding of DS3 and the free form adventuring of FO:NV, the world would have the bestest RPG ever.
I played BG2 roughly 6-7 times over the years.No one feel like replaying IWD or BG? That must say something.
Warms the ol' cockles every time I see Chris and Josh talk about this project. They're so obviously the best at what they do.
And I'm playing through PS:T for the first time, you should all envy me.
Holy cow, you have a Maine Coon? Wonderful cats.
I played BG2 roughly 6-7 times over the years.
BG1, on the other hand, I never found myself willing to make a second playthrough.
I wanted to say that I finally started MotB. This will be my fourth attempt at not hating it.
BUT THINGS WILL BE DIFFERENT THIS TIME
Instead of playing at my native resolution of 2560x1600 and quitting in frustration over the microscopic fonts and UI, I set the resolution to 1280x800. The UI is still kind of awful but at least I can see it!
And fuck it, I made a boring pure fighter and set the game to Easy so I don't have to think about the annoying combat system.
Sooo I think I'm going to get beyond the gates of the first town now.
Lucky bastard. Especially if you've somehow avoided getting spoilered up to this point.
Though I've still got BG2 left...
I was actually asking that question in relation to Eternity. People getting tempted to replay Torment, Arcanum, MotB etc but not IWD or BG. I think it says that people don't want Eternity to be as combat focussed as BG or IWD.
Well, I was under the impression that, in BG's case, none of the people who worked on those works for Obsidian? And the IWD games have always been (very slightly) less highly regarded than the other IE games.
The problem with BG1, beside an implementation of D&D rules that was flawed and way too easy to exploit (i.e. ranged weapons and summon spells extremely overpowered) is that BG2 topped it in pretty much every single way.I was actually asking that question in relation to Eternity. People getting tempted to replay Torment, Arcanum, MotB etc but not IWD or BG. I think it says that people don't want Eternity to be as combat focussed as BG or IWD.
Yeah but BG is an IE game and Arcanum is also not very highly regarded.
For myself I don't want the game to be too combat focussed. Will the game allow a non-lethal run? I hope so.
Although that may mean lots of functional redundancy in the party. Hmm
It was bigger, better, with more NPC interaction, better encounters, a more advanced version of the ruleset, more classes and kits, and so on.
Early adopter here...(got in for $20), but now I find myself thinking are they ever going to stop announcing stretch goals and actually get down to putting this thing together/out? I may be a little impatient here, but I would like to know some progress on the game/engine (newest update notwithstanding) instead of more stretch goals.
"Work has already begun on [Project Eternity]," Cain explained, "but the advantage of doing the Kickstarter this early in its development is that we can be guided by the feedback from our fans. We are reading the forums and noting what features people think are most important in the game, and then we are revising our work schedule accordingly."
IWD was quite underwhelming for me.IWD1/2 had the best combat of those games, bar none. Not even close.
I agree with you, in BG1 the part in interactions were very lackluster - But luckily, in BG2, they realized they were the feature with the most potential, and they actually make BG2 for me. You actually feel like you're travelling with these people, the depth they have achieved is quite remarkable! It also features the best romances in cRPGs, ever. BioWare should lear.... Wait....Hm. Well, maybe I'll play BG2 next instead- 1 left me with a sour taste in my mouth, but lack of interactions with your party members was one of the bigger problems I had with it.
Well, there's probably some truth there, but people aren't bringing up Fallout 1 & 2 either, neither of which are more combat-focused than Arcanum, really.
That's because Fallout is not fantasy.I also disagree that Fallout is more combat focussed than Arcanum.
But why am I arguing?! People are playing those games. And that's great.
Obsidionados
No one feel like replaying IWD or BG? That must say something.
I can easily agree on both.Arcanum is a great rpg.
Arcanum is also a shitty videogame, everything, to the battle system to the freaking menus, is cumbersome and awful. Moving stuff between inventories should not be a quest on its own.
- Combat/Challenge-viable. Any companion that can’t hold their weight and help support the home team in some fashion isn’t going to last long in the hearts of players (well, maybe a very forgiving few). This is something I learned way back in Fallout 2 when it became clear that Cassidy was far preferred over Myron, for example (and not just because Myron was an ****, which factors into another point below). It’s also a lesson I picked up while playing Final Fantasy III – every character needs to contribute to the mechanics and challenge mechanics in some fashion (whether combat or stealth or whatever the game’s challenge is).
Have they mentioned if there's follower appearance customization btw? I know people tend to be pretty big on that here.- The companion needs to ego-stroke the player in a variety of ways. Sometimes this can be romance, sometimes this can be simply reactivity (either brief barks or conversations about the player’s actions), or any of a variety of methods. Ultimately, however, any companion that simply sits around bitching, complaining, and haranguing the player isn’t someone you want to drag into the nearest dungeon to help clear it out… you may simply want to throw them in the dungeon and lock the door.
- A visual and vocal/audio hook. This may be the result of many, many years of comic books, but whenever possible, I try to suggest a variety of “visual ego signatures” that can be integrated into the character design, and audio hooks as well. For example, when doing the Fallout New Vegas: DLC, Dead Money, the visual signatures were Dog/God’s bear trap that was still clamped on his arm (along with his name carved in his chest so it could be seen in reverse in a mirror), Dean’s dapper lounge singer suit to contrast with his ghoulish appearance, and even something as simple as Christine’s throat scar (which we had to position carefully so the bomb collar wouldn’t obscure it). All of these things serve to tag the character and helps make them stand out. Each had their own vocal hooks as well (Dog/God’s voice would change based on his personality, Dean had the drippy smooth singer voice, and Christine’s vocal hook was she didn’t speak at all).
I should stop reading this stuff, being hyped for 18 months can't be healthy.
This one is a great point for selling companions I feel.- Build a tone. This starts as soon as you start writing – and sometimes, the tone surprises me once I actually start writing. The cadence of how the character talks, their slang, the subjects that interest them – I start a conversation with the character and try to imagine what I’d like to ask them about as players… and often, I try to steer the conversation into game mechanic help, gifts, new perks and skills to learn from the companion (which we used a lot in Torment, KOTOR2, and Dead Money, for example). The player should feel that they are gaining something of value from the interaction, even if the interaction isn’t mandatory – exploring a character’s personality should be as much fun as exploring a dungeon.
This one is a great point for selling companions I feel.
There are so many games where you can never ask companions like... obvious things you'd want to know and would actually be interesting to learn about them.
Controversial opinion of the day:
Stretch goal: 3 million, nothing new will be added at this level but we will push the release of the game to April 2015 and the money will be spent on wages to keep people working on the game until it shines.
As it stands now they have given themselves 19 months. To make a spiritual sequel to PS:T and BG2.......color me skeptical......