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About lobotomy42

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    (3) Conjurer
    (3) Conjurer


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  1. Man. The merger means that the subsidiary accomplished little. Microsoft (a publicly-traded company) could still someday decide to fire everyone from Obsidian and give Eora to any internal or external team they want. If it's better in the short-term for Obsidian employees, then at least no one got fired. But there's no way to spin this as good news for the company as a whole.
  2. So the new question is -- did Microsoft also buy Dark Rock Industries?
  3. Most RPGs are power fantasies anyway. Why shouldn't that power fantasy include some hot dude/lady being *totally* into the PC for no discernible reason? If you're trying to do something *other* than power fantasy, then maybe not.
  4. I thought one of the pieces mentioned that there was going to be another update coming this week with news of their latest project? Am I making that up?
  5. Boy, he is really bitter about whatever went down at Obsidian. He can't even bring himself to mention them by name.
  6. I think the main problem with porting to the Switch would be mapping the controls. Both Pillars and Tyranny use a point and click interface with lots of buttons that are easily accessed with a mouse but not so easily with a touchscreen. So a non-trivial amount of effort would be needed to customize the control scheme for the Switch. Only Obsidian knows how much that would cost and how much they would need to sell to make that money back. I suspect that they are not likely to start on any port until the Switch can demonstrate some decently high sales numbers.
  7. But we're definitely done with expansions after White March, then? I vaguely recall rumblings of there being two expansion packs planned some years back and it's conceivable that someone was counting "The White March" collectively as one. But it sounds like that is not the case.
  8. The last Obsidian game I strongly enjoyed was Dungeon Siege III, so Dungeon Siege IV I guess.
  9. TL;DR - I agree with a lot of katie's frustrations and my experience has been similar to hers. I think your experiences and frustrations with the game are reasonable reactions to some design decisions (some, such as I, would say problems) with the game. The difficulty in this game is very weird. All the difficulty spikes in the game happen early on - the ghosts, as you mentioned, are incredibly difficult if you don't already have a party of 6 and some levelling under your belt. And as the game progresses, if you do any serious amount of exploring, the combat shifts to become absurdly easy to the point where the most efficient route through most fights is selecting all party members and clicking "Attack" on each enemy one by one. The combat *feels* like the Infinity Engine games at first, but under the hood it's quite different. The spells are mostly all different across classes, so learning what the spells do from one caster doesn't give you any leg up when you start learning the next caster. (As opposed to there being overlap between wizard / sorceror / cleric spells in D&D.) Compound this with sometimes acquiring a party member later in the game who has four tiers of spells already, and the incentive to learn what the spells are is small. As for the story and writing, let me repost what I wrote on reddit awhile back:
  10. Have you played this game called, um, Pillars of Eternity, I think? It has pretty long load times.
  11. Maybe it's because he IS a co-owner and co-founder that he is leaving? This is pure conjecture on my part but anything is conjecture at the moment and it's fun so let's go with it: perhaps as a co-owner he had obligations he couldn't get away from that got in the way of his wanting to do game design more, and felt that it influenced everything he did? He may have held off from pushing for things precisely because he was owner and was worried that it would look like he was abusing his position, and constantly having to deal with people as 'employees' as opposed to co-workers and so actually wound up exerting less influence as a result? He could be going for a more freelance role, where he can pick up work from Obsidian, inXile, and anywhere else that he fancies doing without any obligation to do things he isn't interested in, to deal with people on his terms etc. To shed responsibilities. Complete theorycraft with no relevance to reality and probably offensive, for which I apologise but I love sticking my oar in. :D I think this is probable. As a co-owner, especially of a perpetually-in-crisis studio like Obsidian, you are often worried about taking care of your employees, trying to avoid layoffs, keep the lights on, etc. It may be that it would have been irresponsible of him to push for his weirder ideas if he knew they would likely not have been sustainable for the company. (Obsidian is a relatively big studio, remember, they need fairly big projects to stay sustainable.)
  12. He's spent so much time on inXile stuff lately that this is not surprising. Still, this is a huge loss for Obsidian! Avellone's writing is the number one thing I like about Obsidian games over other RPG developers. I hope he stays in the field.
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