Everything posted by MattH
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Eternity Artists: Dragons should not (all) be Dragons any more!
That's an interesting suggestion but weird in the assumptions of scientific objectivity...
- building better worlds
- Update #51: Prototype 2 Update
- Update #49: Water, Trees, Day/Night, Lighting... All That Jazz
- Update #49: Water, Trees, Day/Night, Lighting... All That Jazz
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The good, bad, and the ugly in Infinity Engine games
It's actually pretty much agreed on that the soundtrack by Michael Hoenig for the BG series is one of the best, most fitting and timeless of the genre. While not every piece may shine, it's not half so generic and mediocre as most soundtracks in that vein, including the similar one for NWN2 Storm of Zehir and also the few tones we've heard so far of Project Eternity's. Similar things can be said for many other aspects about the series, its type of gameplay and realization of setting (though BG1 in particular seems way more clunky than BG2 and I don't enjoy it very much), and I've no doubt that it can be used as a good influence for the current project, which is kind of the whole point of it, or one of its main points.
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What makes you like your favorite games?
Atmosphere and/or gameplay that is engaging and motivating. Games have to be successful at some kind of illusion for me. I don't think I like any games for their own sake or representative value. The only value it can have is that of any great illusion or experience (speaking of "depth"). But that is not absolutely necessary if it has some pull to it and is available at a good price...
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Challenging lockpicking process
It should be intuitive and short and not put the player under pressure of quick reactions. I can't stand minigames in RPGs, even if they're meant for diversion, making money and making it overall more "realistic". I guess different quality of lockpicks would be ok, but dividing it up in different stages of different skills seems to be getting out of hand.
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Torment: Tides of Numenera?
It's a project I'm very much looking forward to, that's all.
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I predict that this board will temporarily die tomorrow.
Keep it down a little. Trying to sleep here.
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What is your favorite natural enviroment in games?
I'm fine with everything, even swamps, although I can't think of any time in a game when I found them convincing and not dreary (in a bad way). Although I'm a big fan of deserts, I like them less in isometric. All in all, rocky barren mountainous area is best for all moods, and I'd like to see a tundra done well with sinuous terrain effects. It all comes down to execution, except for swamps, they are a bane for every game. No even swamps.
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Dragon Age: Origins
I can acknowledge some good craftsmanship on some level, but I don't like it or its characters in any way nor do I think they achieved anything special or fulfilled their goals. For years I waited for this game like many do now for Project Eternity, and it was utterly mediocre and underwhelming, and I don't understand why people can't stop talking about it.
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Low content density vs. greater density of content
Despite my relatively strong stance against filler earlier, I think I want the world to feel wide rather than filled up and close, except that I think it's very tricky in game design and that it's seldom done well. If they make one feel the length of travel and come across different sights and little secrets, and so on, that's certainly fine.
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Low content density vs. greater density of content
Let's say the content, whatever its dispersion, has to have high density. I wouldn't call the Baldur's Gate 1 way really an approach, as it doesn't make a very competent impression to me. It is similar to the random content creation of some modders, where every tiny event is supposed to be a highlight during adventurous roaming through the wilderness, while it's just a lot of pointless, unconnected emptiness. At least the roaming part doesn't work so well in the Infinity Engine in my opinion.
- What was your favourite quest in an RPG? Why?
- New interview with Adam Brennecke (small spoiler for a new character)
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Don't make the mega dungeon too easy to exit and re-enter
Games are different to other narratives in this regard. The idea of being "busy" with something and perhaps doing some other things inbebetween as opposed to simply being immersed in a situation is part of the nature of games. In a narrative you can't do much inventory, character stats management or even do too repetitive actions. It's not relevant. In a game, no harm is done with changing the screen. It's an ever-present part of being in control. I personally see no benefit in being lost in a dungeon. The idea seems kind of convincing from an abstract point of view, but it would be merely annoying in truth. BG2ToB had such a dungeon and it worked just fine with doing occasional visits. Great atmosphere. It would have been simply impossible (unless you want level scaling and easy difficulty etc) otherwise. If you feel immersed, of course you can just go on. And there's nothing wrong with some ways being blocked in being relocated (like being trapped in the Underdark in BG2) or ways not being easily accessible, however there should be some relief not too far (also to avoid greater boredom of supposedly atmospheric imprisonment).
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Humor. How much, where and what type?
It should be gauged by the rest of the setting, characters and storytelling. If we just go "let's make humor" we just have another Joss Whedon imitator on our hands. And some day nobody will be able to talk normally. (Yes, I know "that doesn't sound too bad", but yes, it is, for game design and writing.)
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About the new concept art piece of Forton the monk......
True enough, he kind of just looks like an "old man" class. The posture doesn't seem very convincing, for one.
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Big City #2- 3.5mil. stretch goal
No, and I don't even care. I'm rather skeptical about this method of randomly adding stuff if they get more money in. Though I trust them I don't even know what money has to do with it, if the workload doesn't seem to change that much by it (considering the release date is fixed). But they have to offer something, I suppose, and with the help of George Ziets perhaps they might strech themselves some more. Yes, I don't care about one location more or less if the game as a whole is really good.
- Update #20: Lore Tidbits, Campaign Almanac, Big Ol' Stretch Goals, and... Environment Screenshot!
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Dragon Age-style Tactics and other non-pause combat interfaces?
That was not an achievement of Bioware's "great" Dragon Age, but they carried it over from the D&D games and some basic practical thinking. It's an interface, and not much of a tactical system by itself.
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Sewers and Swamps
Sewers are fine, as they are bit mysterious and give another dimension to a city, sometimes providing a bridge between civilization and the ancient, but swamps are synonymous with tedious filler areas for me. Just make everything green-brown and misty, fill everything up with the most annoying monsters in the game, and prolong up to 10 hours... It's traditionally the part when developers let everything go slack for a while in terms of inspired game content. See also endless dark tunnels.
- Update #8: New Digital Tier, Novella by Chris Avellone, and Translations at $2.2M
- Update #7: Non-combat Skills with Tim Cain