I am grateful for the suggestion that this concept be opened to the rest of the devs and I hope in a few days to start a new brainstrorm/input thread for the next dev to play the Top Ten game. And so I know I have shared the Big Green's constructive posting schpiel, this discussion will be monitored closely for spam/flaming/and general trolling mayhem. Do feel free to enjoy yourself, but remember that respectful and constructive posting is hoped for from the Obsidian community.
And now, here we go:
With the influence system (in Kotor2) alot of people instead of just roleplaying the system started to meta-game the system in order to get the most background/XP/bonusses from them and to "jedify" them as fast as possible. Is there any alteration done to the NWN2 Influence system to have people more focus on the roleplaying aspect of the influence system or is meta-gaming the system not seen as flaw and still included to do?
How much writing would you say NWN2 has compared to previous titles you've done (eg. PST, KOTOR2)?
Reading up an old review I noted how there was mention how due to the use of the Infinity engine (painted backgrounds) PS:T could be made how it could never be made with an engine that actually uses 3D backgrounds. Also in the earlier days of PS:T one could get away with a "she kneels down, close her eyes and starts to pray" line; while in these days you have to actually show it...taking it far longer to create an actual scene. So here is the actual question:
Do the modern graphical engines and graphical expectations disallow you from putting as much creativity as you wanted into a game?
(both in term of actual scenes as the using of creative maps/chars/weaponry etc.)
Of all the games credited to your name so far, which one are you most proud of, and why?
It is Descent to Undermountain, isn't it?
As a designer/writer of game stories, do you ever contemplate over the responsibility you have towards the gaming public in general? Do you ever feel like rebelling against the ESRB and its policy that basically boils down to "violence is ok, natural human relations is not", or are you in total agreement with the current attitude toward computer games?
Question: From your experience, what makes a NPC character compelling to players?
Q: What type of character, or character exploration do you feel is impeded by aiming to avoid M ratings. How would the exact same game with a M rating compare to a T rating from a writing/playing perspective?
Do you believe computer games as a medium, will ever enter into the world of art like film has done- or will it always have to remain a form of more or less commercial entertainment? Do you think that perhaps in 10 or 20 years from now, people will be ready for the game equivalents of Bergman or Truffaut?
And would you consider yourself as an artist or a craftsman?
How's this one?
Avellone: if games get an increasingly large slice of the entertainment industry, then the folks who create these games must expect a greater social profile. While that is not yet the case, what impact do you think larger budgets and a more diverse following will have on future developers? Do you see yourself becoming something like the writers, directors, and producers of today's films? ...Or do you see your current status as a computer geek head and shoulders above other geeks as part of your unchanging role. ...Or do you even see yourself as a dying breed of designers who's rarified skills cater to the narrower tatstes of the elite CRPGer?
Is it possible to give new life to CRPGs without leaving the old skool RPGer behind in the past?