Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

9 Neutral

About Mnemon

  • Rank
    (1) Prestidigitator

Contact Methods

  • Website URL

Profile Information

  • Location


  • Pillars of Eternity Backer Badge
  • Pillars of Eternity Kickstarter Badge
  1. I was among the backers but am only now on my first play as I didn't have the required hardware previously. My major big wish would be to at least experimenting and considering a switch to a turn-based combat system with the basis of what is here, already, during the early design phase of the game. I know it diverts from Baldur's Gate series, but I am seriously annoyed how much Real Time with Pause is in the way of what is a pretty solid system otherwise. Combat diverts far enough from Baldur's Gate and D&D as is. If it turns out to be completely impossible to re-work it, then fair
  2. I both agree and disagree with your post throughout. I don't think displaying [skill] checks is a good thing, but I DO think tags that highlight intended tone of answers are useful. The latter are not the game providing information to the player (warning skill check) but the player providing information to the game (out of all these options, some of which are similar, I intend the one that has a specific intent). Planescape got that right often. That's a part I agree on. What I don't agree on is that rewording all dialogue in an attempt to make it as "clear" as possible is a good idea. Loo
  3. Because what you put forward here is the antithesis of what the word 'mature' actually means. Because this isn't representing sexuality - you know, realistic, mature relationships between people - but, indeed soft porn (and your focus on women only here is absolutely vile). Because I'd rather have a good story with believable characters that behave consistently and believable as characters and in line with the setting rather then romance, nudity and sex crowbarred in.
  4. Does it need to be fixed though? [i am just replaying PS:T at the moment.] Yes, only people that had more to say are highlighted with names, but not all of them are quest givers. A lot of the named characters are parts of quests; i.e. you can talk to them, learn about them, but they only become 'useful' for the character at a later stage. And likewise a few select characters only provide quests after certain conditions are met. I.e. you still had to talk to the right person at the right time. The game helped a little by picking out the right ones, but there was a large enough cast that
  5. I also think that Planescape: Torment's Sigil is the city that felt most alive - and that it is what to look to most for inspiration with this one. It's not just the NPCs walking around with a 'clear' aim, but the Dabus working (which add a lot to the place feeling 'busy') and of course the audio ambience. But also - the areas weren't necessarily big, but crowded (some more than other's - but there was a logic to that, too - the Hive's market area is a lot more busy then the Ragpicker's Square). It's dynamics like that that make a difference, too. Loads of side alleys, even near really busy pe
  6. I haven't played the original Bioshock - it wouldn't have run on my laptop. I've read about it before release and seen the response after - but that's not really the same, of course. I did play and love both of the System Shocks - and at least that latest video plus commentary looks sufficiently different if they pull things off. I think not being a weak and lost individual could provide for a really different story line, and I love unusual protagonists - one of the many things that made Shiny a great developer. To be honest the Little Sister / Big Sister dynamic could be interesting if they b
  7. Yar. That's why I included that bit about morals and get people to change behaviour. Which won't work by cracking down on anyone - or at least not only by making laws and enforcing them. I don't know - that's sort of what I feel is lacking and really damaging of the type of Capitalism/Social Conduct that is spreading these days - part of the idea of capitalism as promoted in the first place WAS to spread wealth and to provide fair chances. I think that vision beyond the mere financial is what is being lost. Whatever political/economical system one has it really should at least aim at h
  8. Still feel this is much to simplified. The right question has been asked in this thread but not really picked on. "Why do the immigrate illegally in the first place?" Whatever your notion is of that, being an illegal definitely is not something you do for fun. And there's more --- they really don't come without a reason and without a chance of survival either. I.e. - they will have to earn money, which means someone is paying/employing them (and if it is related to further illegal activities [drugs, prostitution, etc.]). Just going the "harsh" route of closing borders won't work, no ma
  9. There is no recipy to writing, there is no recipy to writing, there is no recipy to writing. Really. Other then the one above. It doesn't matter if you use flashbacks or not, many words or not, challenge your reader or not [When I write I usually ask the reader to think though], ... as long as it works. Do your own thing. In writing as much as in life (but remember that everyone has some responsibility towards others in anything you do). If you write well you'll always find your audience. Full stop. -Mnemon
  10. It is no mans land, and I doubt anybody could easily claim it. As far as I remember, there are regulations that give each state the same rights on both the high sea (water above ground) and the area (subsoil, seabed and ocean floor which is considered "common heritage" of mankind). There is a special organisation - the ISBA (International Seabed Authority) that is open to all states regulating the rules and conditions regarding the area - I'd guess there is a similar organisation for the rules regarding the high sea. -Mnemon
  11. Which basically is the problem of how LS and DS where portraied. Fallout allowed you a whole lot of variation between a Good and an Evil character - you had more of a possibility to shape the role your character should take. As such it allowed vor a wide variety of Grey as well as several takes on what Good or what evil is. Kotor obviously followed the LS and DS in very specific ways which made sure there only was an absolut Black and White setting in terms of how good and how evil is defined. Of course part of that results from what the setting was. But in the area of how LS and especiall
  12. Ahem, sorry for doing an in between Off-topic post, but I noticed this during the first couple posts on page one - as usual Anarchism is considered the rule of chaos, lawlessness etc. ... that is not what Anarchism tries to achieve. Please inform yourself about Anarchist Theories here: Anarchist F.A.Q. on "What is Anarchism?". It doesn't matter whether you believe in it or not, but when talking about theories, especially political ones, one should know what these theories _really_ try to achieve. -Mnemon
  13. Reply to Azarkon I'd like to hear the answer to this question from some game devs as well, but I think you should specify what you mean by "moving towads a similar way." Do you mean that games would have big budgets? [...] Or do you mean that gams would become more "cinematic" or "mainstream"? No, and no. What I meant was that, if there would/is a possibility that after all the concentration and economical focus that happens right now, there might come a chance for more "artistic" games, along side the way it happened in the movie industry, to be financiable. I.e. if there ever
  14. Reply to Role-Player's Post Indeed. I am surprised there weren't more coming around. On the other hand I have been pre-occupied elsewhere for quite some time now. Nothing all that fixed IMO. To me art that manages to "be" art is something that transcendents beyond pure pictures/letters and entertainment. There is a difference between being skilled at producing something and producing art. A lot of the big Hollywood style action movies involve a lot of craftmanship and talent, yet none of that is used to produce Art. Hollywood largely only produces "entertainment", similar to wha
  15. I agree. We are very much at the strongest point of Hollywood supremacy over the industry - relatively spoken. There are some exceptions, but few games "deliver" in respect to creativity and originality. This is the now, I was speculating about the how could things be, however. Okay, that was a quick shot example taken from the top of my head, and we go a little off topic here (off topic is fine though). Point of the original post was not to define what "Art" is in reverance to Computer Games, but what a possible way of games being produced, in respect to financing, and organisation,
  • Create New...