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MattH

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Everything posted by MattH

  1. That's an interesting suggestion but weird in the assumptions of scientific objectivity...
  2. dia actually stands for talking it "through", not for two sides, I think. As in diagonal. Still, that doesn't change the process.
  3. It's probably still way, way too early to go into that stuff, more suited for a real "preview", but I'd like to see some update on its "thematic exploration" aspect.
  4. Nox is older than Diablo 2, completely 2D, and uses lots of dynamic shadow. It seems to be basically a different sort of fog of war, but there should be means for some simple, generic dynamic shadows at least.
  5. I can't imagine that not being a similar "revival" of classic RPGs that Baldu'rs Gate was said to be. This looks like a pretty big title right there, and a really, really pretty one (and no doubt intriguingly complex).
  6. 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.
  7. 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...
  8. 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.
  9. It's a project I'm very much looking forward to, that's all.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Maybe the pirate island and asylum in BG2. Convoluted and full of twists.
  15. Detectives are always a good character to go by. They're all about the atmosphere. I still remember the Detective story in the Witcher 1 game as one of the highlights. I didn't have so much fun with an RPG for a long time when I played it.
  16. 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).
  17. 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.)
  18. True enough, he kind of just looks like an "old man" class. The posture doesn't seem very convincing, for one.
  19. 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.
  20. 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.
  21. 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.
  22. Maybe it's best from there on not to spread yourself too thin, and rather invest the resources (and time) in what you already have. I hope the translations will give an incentive for many more to pay. And Paypal should really improve things some more.
  23. You shouldn't be limited to either effective combat or non-combat actions only. It's better storytelling and roleplaying. So that's good (and not even fully explored yet). Costs can be managed other ways. Gameplay comes before balancing, I'd say (to begin with).
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