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Everything posted by Infinitron
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You're correct, it really is more strategic than tactical. And that's awesome too.
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I don't know if the game needs to use strict Vancian casting per se, but I would definitely like it to preserve that special D&D feeling of the spellbook as a custom-made "toolkit" that needs to be prepared ahead of time.
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Party size limitation
Infinitron replied to Tartopaum's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Where have you been in the past decade? Six NPCs is already a lot compared to what we're getting these days. -
If you're a fan of character creation that disguises itself (however superficially) as part of the game's plot, then Bethesda's games have some good examples. There's also the Ultima-style "personality quiz" method of character creation but those are way too prone to cheesy metagaming IMO. But yeah, in terms of sheer size and complexity you can't go wrong with NWN2's chargen.
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It was heavily underused because it would require a ****load of writing and scripting, and SoZ was a low budget expansion. Guess what else is low budget? Besides, in addition to those few unique lines that the NPCs got, they also had the exact same generic lines that your PCs had. That wouldn't work with this type of game. You're basically asking for a game that would work like SoZ but feel like Planescape Torment, but there's a reason games like that don't exist.
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How come? I'd think that this would be the perfect game for the SoZ model. If anything, I think it was quite squandered in Storm of Zehir, what with the focus on multiple PC:s rather than deep or engrossing RPC:s. Okay then, can you describe how you would implement an SoZ-like system in Planescape Torment? Because that's the level of quality they're aiming to achieve here.
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I really don't think it's that kind of game, Sylvius. The companions will have autonomous personalities - why do you think there are so few of them planned? It's gonna be like Planescape Torment. Obsidian would have to write unique dialogue for each companion, for every single NPC in the game. Like I said, the best we can probably hope for is to have a very extensive and complex system of companion interjections (including the ability to invite them to interject, like that example I described with Dak'kon)
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Possibly depending on the influence stat that you might have with that character (if that is present in the game). That too, but I was referring to the skills of the companion doing the talking. For example, you know in PS:T when you can ask Dak'kon to translate the dabus language for you? That could be based on his stats, skills or talents. (maybe not the best example but you get it)
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Do not make the game isometric
Infinitron replied to Bercon's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If you ask me, even early 90's 256 color VGA 2D art still looks pretty awesome. -
at that time it had to be scripted and turn based to be compatible with the low processing power of the PCs of the time. today's game engines and PCs can do the same thing easily in real time. besides you usually fight 2 or 3 types of enemies in every battle not all types of enemies the game has to offer at the same time, so it doesn't have to load ALL the animations and run out of memory. lol
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It's been customary in games that have a main character to only allow the main character to initiate and hold conversations. As a result, only he needs to get dialogue-related skills. Sometimes the game even prevents you from giving dialogue-related talents, feats, etc to companions, because they'll never use them. I'm wondering if PE will be like this, or if it will be like Baldur's Gate, a rare example of a game with a main character that DID allow you to talk to people with any character in your party (although only extremely rarely did this have any unique consequences in dialogue). An alternative would be to allow only the main character to initiate conversations, but to add many, many scripted companion interjections to the conversations that do utilize the companions' dialogue skills, thus preventing said skills from being worthless. I suppose an SoZ-style converation system would be too much to hope for in this kind of game.