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Everything posted by Flouride
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The Outer Worlds Trademarks (Obsidian's AAA RPG?)
Flouride replied to UrbaNebula's topic in Obsidian General
Not sure I follow. The Cainarsky rpg is with Private Division, and you're right that PD will own the IP rights. I don't see how that implies Obsidian will hold the trademark on that game. This could be for something else. Are you just guessing? Now I don't know exactly how trademark issuance works, but patents can be issued to an individual then bequeathed to another party. So perhaps this is a way of Obsidian and Private Division insuring that only together can this IP be worked on. What he meant was that Private Division's partner companies will own the IPs, hence Obsidian (as the partner company) will own the IP on Project Indiana. Private Division holds publishing rights for the 1st game and sequels. The specific details on the sequel rights haven't been released, but it should just mean that Obsidian can't take the IP and go ask EA to publish the game if Private Division wants to publish it. If PD passes on it, then Obsidian should be able to do what they please with the potential sequels. -
Dirt Rally and Motorsport Manager Dirt Rally makes me a bit sad that I'm not living in the countryside anymore and can't go drive around in the snow/gravel when I damn please and the fact that I don't own a pedal and a driving wheel for my PC.
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How about a new genre of isometric?
Flouride replied to UmarSlobberknocker's topic in Obsidian General
Most of the team will be quite busy doing support on Deadfire while releasing those DLCs/expansions they've promised for the game. While others will go work on something else: Indiana, that ½ of a project Feargus mentioned, pre-production on PoE3, Sawyer's historic RPG or something else. -
And with Deadfire coming out soon, their Q&A teams focus is heavily on Deadfire right now. If I'm running a company I would make sure the product we are about to ship is in as good condition as possible rather than fix some obscure things rarely anyone even notices on an older game. You can always go back to patching Pillars 1, but if you **** up with Deadfire release it will hurt the company more.
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Your expectations are unrealistic. It's simple as that. You expect a complex game to be bug free and not encounter any bugs when they fix stuff. Guess what, when you crush bugs somewhere, something new pops out quite easily. Happens on multiple games, even in Skyrim and other Bethesda games (the scope in both Pillars and Skyrim is just that big). You don't usually even get this long support for a crpg. Look at where Sega left Alpha Protocol and I bet it would have been much easier to fix. It's only natural once a patch goes live that they will find out more bugs as there are a lot more people playing the game than it is possible for Obsidian to have testing it. It comes down to resources and what they can actually afford to use on Q&A at this point. It is a business after all and not a charity. Like I said in one of my earlier posts, most bugs you've listed are something 99,9% of the playerbase won't even notice. Having pink crap on screen for few days is a nuisance. It means you have to do something else for few days, I don't think anyone's live depends on it. Yea, it is annoying, but it's not like in the current age people don't have other games to play for those few days or other things to do.
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Finished Quantum Break. Other than the highly annoying last fight, I did enjoy the playthrough. Maybe I'll skip drowning their level designers in snow, even though I'm moving nearby next month. They did kinda ask for it with that last fight. Not sure if it was my GPU overheating or what, but the game crashed few times on that last fight as well to shatter what remained of my nerves. Next up... umm. Some old games that have been gathering dust on my endless list of games. Republic Commando and/or Total War: Rome - Alexander. I highly doubt that I'll finish either one of these. I recall trying Republic Commando year or two ago and just gave up after half an hour. So far this year I've finished 7 games and gave up on few for good and I've actually managed to shorten my backlog of games. Too bad I'm bound to start playing some long *** strategy game soon or some online shooter and/or some crpg that takes an eternity to finish that will trip me and the backlog will be up to 150 games again. At least I'm trying! :D
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Does anyone want Sleeping Dogs - Definitive Edition? If you do, private message me for Steam key.
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You misunderstood me. "Fixing" something that isn't broken doesn't take time or effort as an example both of the OP combos/builds you mentioned. It isn't a bug, it's something they just didn't take into consideration so removing it doesn't have to involve much or any work and testing. Where as fixing some weird mechanical bug will take a lot of testing to see that it doesn't create problems elsewhere. With the resources they have, they to prioritize what they patch and what they don't. Patching something that a mod has already fixed over something that modders haven't done, might be more worth their resources as well.
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While the fix itself might have not taken much time for Obsidian, testing it would have. Fix something and you break something. On a developer released patch you will have to test the **** out of it, before you can put it out. Modder doesn't have that legal/moral obligation. At some point the Q&A team has to move on. I bet the developers would want to fix everything in the game, but it's a business decision. Those Q&A people are needed elsewhere and hiring bunch of new people to test it out might not do the trick. It might come down to it being easier (especially to test the effects on the game as a whole) to remove things that aren't supposed to work in a OP way than to fix mechanics that bug in certain cases.
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You do realize that Obsidian doesn't have unlimited budget to hammer down bugs? Most companies give up after the 1st patch and be done with it and move their resources elsewhere. We've had support on PoE for over a year which is amazing and yet you find that as something negative. CRPG's will never ship bug free or will they be completely bug free after few patches. And I'm talking about crpg's that are 50-100h long and have actual mechanics in it that can and will go wrong from time to time. There's not a company that can Q&A that much on game. Even if you throw 1000 people on Q&A, they will not find everything that the few million people playing the game will find. Bringing up Fallout: New Vegas especially shows you are quite naieve about the whole thing. Publisher always has the bigger role in Q&A, in this case it was Bethesda. Bethesda decides how much money they will throw at Q&A to get rid of the bugs, Bethesda decides on the release date (18 months on FNV is quite amazing, when everyother Gamebryo game is being made for 3-4 years). It's Bethesda's buggy engine that creates most of these problems in the 1st place. Not a single Gamebryo engine game has been bug free, even after several patches. Yet, you expect that from Obsidian at their 1st go with that engine.
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It's not just organizing, a lot of it comes down to simple things called resources and time. These 100 hour long games are a complex beast to do Q&A on. Unfortunately for us, these games don't sell like Call of Duty which means there are limited resources available and eventually time will run out as well as they will have to ship the game. And when your game isn't a simple shooter, when you fix mechanical issue, it might create two more in a different place. Naturally with Pillars 1 and it being their 1st game on Unity it created new problems for them and I'm sure they've dealt with plenty of those issues after working on Pillars 1, Tyranny and Deadfire for years now.
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I think you might be the only person in history to claim that Skyrim is less buggy than Pillars. Yes, Pillars might have more mechanistics bugs in it, but the mechanics are also a lot more complex. Bugs of that nature are a lot easier to miss by Q&A and players, and might be hard to reproduce even when testing after someone reports one. Looking at your bug list for Pillars those are the kinda bugs that most players will never even notice. Only a handful of completionist will even go sleep with the prostitutes of Salty Mast over and over and over again. Do you honestly think someone will find that bug with the somewhat limited resources they have for Q&A? With the limited resources they have, they have to prioritize what they can fix even after finding the bugs and fixing something might break something else they will find out much later on. The scope of the game is huge when a playthrough can take up to 90 hours and that is why the game will never be completely bug free. It's just not possible to have Q&A play the game through that many times to fix everything on every possible PC setup there is. At some point they will have to stop supporting the game and fixing issues that maybe a handful of people even notice. It's just a fact of life. Just because the newest edition is labeled as Definite Edition doesn't mean it will be completely bug free. I don't know what fantasy world you live in to even expect such thing. If anything your criticism about the Definite Edition name should be forwarded towards the publisher Paradox since it's the publisher who decides on such things. I don't remember Pillars being marketed as something very difficult to beat or extremely complex and it sure as **** doesn't take much to be more complex than Skyrim. It was marketed as a old school roleplaying game similar to Baldur's Gate, Icewind Dale and Torment which weren't all that complex either. Yes, it has options to beat the game on more diffucult settings but to say it was branded as such is an exeggaration.
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That is kinda black&white opinion about the whole Kickstarter thing. Back when Pillars 1 was Kickstarted, the Kickstarter frenzy was at it's peak or quite close to it as Torment of Numanuma did even better. Since then a lot of Kickstarter projects have failed, they've been delievered in subpar condition or years late. It's not also a new thing or a trend that would sweep every damn gaming media with every bit of news they could get. Changing platforms also cost them in number of people willing to pledge. Some didn't want to be dealing with Fig in any way due to Tim Schafer's precense due to some reason I can't remember now (Gamergate?). Fig pledging didn't work in some backwards countries in Europe due to their credit card not working etc. Number of reasons, not just the one you said.
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Maybe they ended up going with Werewolf first when Obsidian didn't have a team ready to work on Vampires. From Paradox's point of view it might not make sense to give the first go at Vampires to anyone else other than Obsidian, especially now that both Boyarsky&Cain are working there. It's a lot easier to market it to the fans of the series if you can add "From the creators of Vampires - Bloodlines comes..." into the marketing campaign. You give your flagship title of the IP to some random developer and game fails and you will have a difficult road with that IP after that. Also I believe Obsidian was still working on Tyranny back then and it's always a risk for both parties involved to have multiple games going at once. I think Feargus commented on this years ago that he learned from AP & Aliens that you really shouldn't have the same publisher publishing two of your games that you are working on at the same time. Last but not least, Vampires game kinda needs to be made in a similar fashion that Bloodlines was made (at least that is what some of the fans are expecting), that means it will most likely use Unreal Engine. You can't make game on a shoestring budget, at least not if your team isn't very experienced on the actual engine and hasn't learned how to tweak it to work with crpgs. After Indiana Obsidian will have more experience working on the engine and well Paradox might be in a better situation to fund a larger game than they were few years ago when they acquired the license.
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Quantum Break - I got it cheap on Humble Bundle Monthly among with few other good games. So far enjoying the story and gameplay.
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Finished Mr.Shifty that I got from Humble Bundle Monthly. It's like Hotline: Miami, but better and not as annoying to play. You won't get hit by something you can't see, all the damn time. Last level or two were annoying though and I could have strangled whoever designed those levels. Definately not playing that game again, even though the teleporting + melee combat mechanics were fun.
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Finished Metro: Last Light. A lot better than the 1st game in my opinion, though a lot less scarier which I didn't mind. Not sure if it's the game or just my computer getting old since I had some performance issues while playing. Haven't had those with some of the even never games. Then again my CPU is almost 6 years old and I could probably use some more memory even though my graphics card is never. Maybe with summer holiday payments I'll finally upgrade some of the older parts.
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Mother Russia Bleeds: Bought this since they promoted it as Streets of Rage like game and I have fond memories of playing that game. Combat felt kinda clunky, I can deal with that and the graphics were from the 90s. Then some idiot decided to design a map where you need to keep the guards from touching a walkietalkie or it's game over. Sorry, but no thank you. Adios game. When I'm barely even intrested in playing the game, bad design just turns me off from a game and I'd rather find something else from my endless list of games. It didn't cost me much, still a bit disappointed because I wanted to rekindle that old love towards Streets of Rage game series.
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Call of Juarez: The game hasn't aged well. The plot is quite horrible, voice acting is all over the place ( typical Techland game) and the level designer should have been shot. At least the game is short, I'm almost finished and I've played about 5 hours. For 2,50 euros I don't think I've gotten much. Hopefully the sequels are at least somewhat better. Game of Thrones - Telltale game: I'm quite liking it so far, even though it is still annoying as **** that you can't really do anything correctly in these games. No matter what you choose, you are ****ed. I think my Telltale quota will be quite full for a while after I finish this one.
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Kinda lousy sale. Pretty much everything I want to buy is still at the same price as it was on Black Friday sale. So I bought bunch of cheap games that I skipped back then. Too many games still stuck in that 15-20 euro limbo and don't seem to go down and since I still have about 150 games to finish there's no reason to pay that much for games that will just look pretty in my library.
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Senior Programmer then? I just took the job title from LinkedIn And who is the Lead Programmer? Tim?
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Since there's already a team photo up on Private Division's website I might as well start trying to find any team members and add them to the long list of devs working on the game. Picture can be found here: https://www.privatedivision.com/wp-content/uploads/2017/11/pd_developer_obsidianentertainment_team_final_1920x1080.jpg Tim Cain - Co-Creator / Project Director Leonard Boyarsky - Co-Creator / Project Director Julia Kernan - Associate Producer Ian Conway - Associate Producer Robert Nesler - Art Director Bobby Hernandez - Concept Artist / 3D Artist Ken LeSaint - Senior 3D Artist Brian Menze - Senior Artist Michelle Vargas - 3D Environment Artist Marina Bekeshko - Junior Environment Artist Geoff Schofield - FX Artist Aaron Dubois - Senior FX Artist Brian LeLeux - Lighting Artist Nicole Evanich - Animator Antonio Govela - Animator Shon Stewart - Animator Cathy Nichols - Character Animator Dan Spitzley - Senior Programmer Anthony Davis - Senior Programmer Ankur Oswal - Junior Programmer Scott Everts - Technical Designer Constant Gaw - Senior Designer David Williams - Senior Systems Designer Dini McMurry - Senior Level Designer Charles Staples - Senior Designer Tyson Christensen - Senior Designer Andrew Dearing - Senior Sound Designer Justin Bell - Audio Director All job titles taken from LinkedIn, so they might not reflect actual job description on this game. Aarik confirmed few names for me and some I found on my own, through some searching.
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Excellent news. Not just for Obsidian, but for the other companies involved as well. Sad news is if one of those articles is correct the game won't be out before 31st of March 2019. Unless if their "planning" just means they aren't sure just yet and won't announce such release dates before they are sure that the games can hit those fiscal years.