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About Sven_

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  1. I actually think the amount of players who hadn't played those games upon their initial release but came in later to the show would be surprisingly high. E.g. "It's only the old geezers in their 30s and up who play this type of game anymore." May have been worth a poll when the forum was a bit more busy, e.g. by the time of release. This doesn't merely imply players of the Enhanced Editions, mind. There's likely quite a few of players who've played Pillars as their "first" for instance because it was an Obsidian game, a new RPG to play, etc.
  2. Doing VO itself seemed to have helped preciously little though. Doing VO is the same game albeit with a somewhat different coat of presentation paint. This is a good topic though. It would be interesting to see how much players of Pillars, or Pathfinder used to Play the IE games back in the day. It would be also interesting to see how many newcomers these games managed to bring into the fold. My guess is, the overlap between IE players and pillars would be somewhat higher, as it was specifically sold first as a "nostalgia thing". That was a strong selling point in the entire Campaign back then. Pathfinder meanwhile, well the Pen&Paper is pretty popular in itself, and Pathfinder was at its Peak when D&D was entering its 4th Edition, so well past Black Isle had folded. And this goes out to Beamdog, how many newcomers their Enhanced Editions brought in. On the topic of Pillars, it is/was in big ways a nostalgia thing. Maybe a third game could wrap it all up, and then let's see where we're going next.
  3. It's comparable. On occasion I skip the voiced dialogue early though as you're usually faster reading than listening.
  4. IIRC VO Questions were part of the Survey Obsidian did back in 2015ish, around the time of PoE's release. This discussion shouldn't be side-tracked by the merits of voice overs specifically. It would be interesting for instance what the actual VO budget was en detail, but we'll never know exactly. It obviously was a time consuming thing, as also outlined by the Shacknews article linked to earlier. The cast was also pretty big. As for my own experience, I liked the VO in Deadfire (I'm reading/playing in German, actually). Good Job. It's not a make or break feature to me though. Some lines of VO are pretty nice, as it manages to convey a character better if decent casting is involved (IE style). However, at the end of the day, as with anything -- budgeting. And about how much text there's going to be, that's up to the writing department. I'd rather play a decent game on a budget than no game at all.
  5. Selling 600k copies of a game which main audience is bound to be PC based. As argued, outside of Baldur's Gate (plus ist Sequel), none of the Infinity engine games got anywhere near to selling 1M during their entire lifetime (nor any of the original Fallouts). They were still seen as being profitable, so was Black Isle as a division. Not sure what inXile's Goal for Wasteland 3 is likewise -- it seems higher than for 2 -- they're likely eyeing the X-Com/Original sin crowd too. However, back when Kickstarter was still a hype, IIRC Fargo would argue they'd be happy to ship ~200k additional copies of their games (that plus the backer copies, naturally). I could be wrong of course, but Wasteland 3 seems another project that sets itself up to "fail". Full VO expectations may be "real", but it seems you're not going to convince anybody outside the core audience of these game's to suddenly pick them up in masses just because that stuff is all voiced. Pathfinder didn't have it, and won't have it for Righteous either. If the aim is truly to expand this core audience, then you've got to change the games, but given that the entire premise was proving the audience is still there, what's the point?
  6. According to that Fig Investor "leak" in late 2018, the game would have needed to sell close to 600k copies for the Investors to make profits. E.g. the break even for Fig Investors was 580,000 copies sold at 50$. Not sure if both are the same shing, but that really is a lot considering how the Infinity Engine games sold on average (and still managed to turn out a profit each). Sure, hindsight bias. Still there were decisions made by the management which also should be questioned.
  7. Doesn't surprise me that there's a significant amount of actual dislike for the DOS games. (I've only played the first but the 2nd is said to be similar in structure). Apart of the narrative stuff: Their entire world design is essentially one tactical combat puzzle (where do I go next, and how do I deal with the foes there?). With areas being strictly level gated in an extremely linear fashion (due to how hugely damage scales with levels/items). Also google "Level Maps original sin" if you want to see what I mean in a Picture. The Pillars game, whilst they have lots of combat, are nothing like that. Sure, you can meet opposition yet too strong, but there's usually a) several places to go next and come back later (not all with a heavy focus on combat) and b) progress isn't always halted by opposition deliberately placed straight into your pathway. Additionally, you can actually beat opposition above your tier every once in a while, whilst on DOS, it's oft a straight party wipe. I've pointed this out probably before, but Larian Marketing found more of an overlap with the audience of tactical game's such as X-Com than with Pillars.
  8. Awesome based! Reminds me, I've still yet to try a fully playthrough on TB myself….
  9. Wild West sounds awesome. Btw, there's gonna be Weird West from the new Studio of Raph Colantonio (Arkane of Dishonored fame). It's not AAA naturally though. https://store.steampowered.com/app/1097350/Weird_West/ As for Josh, I'd personally prefer him to keep working on his smaller project. I suspect he's the same at the Moment. No pressure, no high demands -- and this includes backers, who have their wishes too. Could be really interesting. Perhaps much more interesting than Obsidian's yet to be announced next AA/A game.
  10. I've just bought the 5e beginner's box (German edition). Actually, I wanted to buy the Dark Eye beginner's box, knowing that there were a couple solo adventures (actually 5 small ones IIRC) in the box which introduce the basic rules and classes each. However, neither shop I visited had that on stock, and unlike Dark Eye in the 90s, I'd never played D&D except the Computer games, so... I gave it a shot. I assumed the adventure in the D&D beginner's box would be of a similar ilk, since it's a beginner's box, but it's one for the DM and for a party already. - Are there any solo adventures for D&D, preferably low-level? - Is there a way to play the box adventure solo (maybe somebody has experience with converting such?) inb4 anybody says that playing D&D solo would be silly. The Dark Eye has/had actually a couple decent solo adventures, and I want to learn the thing first before trying to find a group to play with..
  11. The change in setting actually reminded me of another series which sequel was perceived to have underperformed, sales-wise. Dishonored. The first Dishonored was set in a gritty Steampunk Version of London ca. 1850ish. The second took place further south and replaced that with vistas that reminded you of going on holiday in Southern Europe-- in a good way. Man, that's one game that really hurt bad to see flopping. Such all around fantastic level design. Such amazing world building. And now there probably will be no more of that.
  12. Can confirm that too. As somebody who rarely buys DLC for games, I've just only bought the season pass for Deadfire, actually. So even if this series is put on hiatus forever, still something apparently decent to play.
  13. I've yet to finish this interesting series, but I found the answer. And yeah, I was surprised too. In particular as there was virtually zero German press regarding this, and you'd expect there to if a German artist would be involved in an international production. No matter how big or small. https://www.shacknews.com/article/103473/beneath-a-starless-sky-pillars-of-eternity-and-the-infinity-engine-era-of-rpgs?page=26 What I did find though -- probably because of the lack of press -- was a German forum where somebody was wondering whether Bell had ripped them off. The guy had also wondered whether he had ripped off another German Artist, as Aim Spirente sounded so familiar to his (they're just both based on an existing sea Shanty). The Shacknews piece is also interesting because it hints at how much the full VO must have upped Deadfire's budget.
  14. Yeah, that "story urgency" thing holds definitely true. It's kinda like the BG2 chapter 2 trap, a bit. But then this was announced as spiritual successor, so. For something completely different, and in an attempt to brighten the depressing tone of this thread some up: Does anybody know how it came about that Obsidian worked together with Frölich Geschray for some of the game's music (in particular the tavern tracks)? Their homepage as well as Facebook hasn't been updated in ages -- one of the last news was about the impending release of Deadfire. Two years, wow. Sounds like a Josh thing. Could be wrong though.
  15. If it was all that sailing around etc. was what kept people away (same as the "unusual" Scenario for such a game), that'd be pretty disheartening. I do love me some fine dungeon crawling in fantasy la-la land etc. , but there's got to be some games that shake that formula up or all that crawling in medieval Europe land would grow old real fast. Btw, as to personal tastes and opinions: Intererstingly, usually I am not that fond of all this "Player stronghold" kind of stuff. But in Deadfire, it felt far more natural, as the ship was your means of exploring the Deadfire. You can trace the origins of the player stronghold straight back to the original Baldur's Gate 2 (same as player romances). It's like some kind of repeat formula usually, and if every game does it, it gets tiresome real quick. I wish the random adventure sections during sailing wouldn't have repeated so fast, as there was so few of them. Additionally, strongholds eat up resources that could have spend on something else. Not sure if Tyranny needed those towers for instance (for PoE1, it was a backer Goal, so..). In my opinion, they added not much to the game -- but again, I'm usually biased against that sort of thing. Deadfire without the ship as such meanwhile would have been a different kind of game. Besides, the traveling as such isn't all that overly different to the original Fallouts.
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