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Kilroy_Was_Here

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Everything posted by Kilroy_Was_Here

  1. Maybe instead of the threat of looming failure for taking your time it would be more of a bonus for experienced players to get a special item/scene that you would otherwise miss. FFIX did this with a weapon and Suikoden II with a special scene for one character. It isn't something you would miss having (unless you're a completionist) but a reward for making a tight deadline through much of the game.
  2. I do indeed have a reservation. For my kickstarter donation I reserved one copy of the game when it comes out. Other 'reservations' will come and go as more information becomes known; but the original will stand.
  3. There was something like this at the beginning of IWD1 I believe, and Deus Ex:HR as well. When those games tell you there is a limited amount of time to do something, they mean it. The issue with implementing an idea like this is the cascading effects. It becomes much more complex once you get past one or two quests with variable results like this. If you failed to defeat the gibbering horror in time it lays waste to a town. So now any other quests that may have been in that town are gone. Should they be replaced with new quests, given by new npcs? Should those be time sensitive too? I don't know if a project of this scope can deliver that level of interactivity.
  4. I vote all of the above actually. There's no reason why any of the options given need to be mutually exclusive. Also please remember that romance (and sex) are and always have been exactly that; an option.
  5. I already posted this in a different thread but: http://www.gamespot.com/news/obsidian-on-the-right-way-to-fight-used-game-sales-6343997 Looks like the overall philosophy directly supports what you want.
  6. It seems like there are two different types of influence systems: 1) The common one where if you do what people like/are nice to them they will like you. This usually applies to all companions if used. Seen in Dragon Age (affection meter), SWTOR 2) A rarer one where you can 'change' the outlook of a person so they will like different things. Only affects certain characters or situations, as some people are too set in their ways to be influenced by you. Seen in Dragon Age: Origins ('hardening' of characters), KOTOR2, SWTOR (sith warrior story) I support both but have no idea how difficult they are to implement.
  7. As long as it's not possible to achieve every hold/keep/stronghold in the same playthrough. It always bothered me in the more recent Elder Scrolls games that you could be the head of the Assassins Guild, Mages Guild, Thieves Guild and Fighters Guild/Companions not only with the same character but at the same time! Basically, I think the only way you should be able to get a castle of your own is to burn down somebody else's. I remember an interview about New Vegas that discussed game sales in terms of replayability. I recall a line that said that mutually exclusive plotlines/quests made players excited to do future playthroughs to see content they couldn't access the first time through. I think this 'special place' suggestion is an area to apply this philosophy. Found the article: http://www.gamespot.com/news/obsidian-on-the-right-way-to-fight-used-game-sales-6343997
  8. I think the problem with fantasy races is that while humans have varied cultures/values/languages etc. non-humans are homogenous. Seen one dwarf, seen them all. There's no reason that things have to be that way. Even if most of a given race behaves according to the 'traditional' cliches, why not have rogue individuals/communities/nations that defy the norm? This doesn't have to rise to the level of drow=anti-elves where everything is exactly the opposite, just enough to know that free will does indeed exist for these people. PS If for some reason free will does not exist (mind control, slavery or some such) then please disregard
  9. A personal favorite of mine was from Persona 4. One of the party members (Chie) only attacks with kicks. When an enemy is 'stunned' she can kick them into orbit (complete with smash bros-esque star). Always makes me laugh.
  10. Hence the stereotypes of straight male gamers. Just because you and I might like that doesn't mean everyone else does. (They probably do but are afraid to admit it...)
  11. I think that all of these projects are related. There is currently a demand for isometric RPGs. Beamdog/Overhaul has responded with BGEE (and upcoming BG2EE and possible BG3 and/or PS:TEE). Obsidian responded with Project Eternity. Even if you believe that BGEE is a cash grab the fact is that it will introduce a new generation of players to the genre, especially those who play it on a tablet. If they like it (which is likely since BG remains a great game) then they might find out about PE and find their way here. There is more than enough room in this market for some healthy competition. Besides, according to the kickstarter page PE is scheduled for April 2014 so it will be able to take full advantage of this heightened interest.
  12. This idea would be more trouble than it's worth. If there are mod tools; feel free to release as many self-voiced mods as you want though...
  13. I think that may be related to the 'faction' stretch goal. My guess is that that represents the 'evil' path you can take if that funding is met.
  14. I find it funny that the kickstarter for this game was announced on the same day that the Baldurs Gate Enhanced Edition was delayed. it was actually on the EE forum that I first heard about this.
  15. As I've mentioned in another thread, it comes down to what development tools are being used to make the game. If they are licensed from a third party mod tools are impossible, no matter how much money is raised. NWN was created using Bioware's own engine: modding easy ME series used the Unreal3 engine: modding difficult and limited. Has it been announced if the engine/tools will be entirely in-house or not?
  16. The reason why the stretch goals are written as they are is because they were a last-minute addition (requested by us the fans) in response to the unprecendented response on kickstarter. If Obsidian et al expected this kind of support they would never have announced on a Friday. Personally I would have been fine with a longer wait for better clarification, but they wanted to strike while the iron was hot and I cannot fault their reasoning
  17. Exactly. In fact, I think there should be another voting option. Every portrait, regardless of race or gender should be of Minsc and Boo.
  18. Project is 3 days old. Complaining about communication at this point is premature.
  19. Given the number of areas on the world map we've seen, it's entirely possible to have regions/kingdoms/empires/city-states with all kinds of political/moral/religious/legal systems. Variety is the spice of life.
  20. Having any kind of rotatable camera would add a lot to the complexity of the game engine and art assets. Given the limited budget Obsidian has to work with it may not be feasible. (Personally I would prefer a fixed isometric view anyway. Zooming is meh.)
  21. First, I want to say that at this point nothing can really be considered 'silly' be it ponies or kitties or even dwarves. The sillyness of dwarves is not an absolute but something to be determined over the course of the project. As for the full VO I agree with most that have posted here that it has probably gone too far. I think the best mix was in BG1/2. If a quest NPC or companion had something to say, the first line and sometimes the first response was voiced, in order to grab the player's attention and give them an idea of the tone of the conversation. The imagination can take over from there, reading the rest of the conversation 'out loud' in your head using the same voice. This works best for the writers since the opening line(s) have the least amount of variation and are less likely to require changes as the text is edited. Romances can add to a game... if done well. A house/stronghold can add to a game... if done well. Overall it is the quality of a feature, not just its presence or absence, that we will judge.
  22. It all depends on whether the developers own all the parts of the toolset or if they just licensed it (or parts of it) from somewhere else. NWN had all Bioware created tools, so was/is easily moddable. Mass Effect used the Unreal3 engine that was only licensed by BW, so modding is much more difficult.
  23. I think the reason why hardcore mode worked in New Vegas was because it was understandable why food and water would be rare. In most RPGs it is assumed that water is readily available and rations are lightweight and inexpensive enough to not need to be tracked manually. If something does come up regarding food and water I would prefer it to be as part of a specific situation (lost at sea, crossing a desert) rather than a meter that needs to be monitored constantly in-game. Fatigue and sleep depend on the way the gameplay is set up. In systems closer to D&D like Baldurs Gate it makes sense that you need to rest because you need to recharge your abilities from time to time. In Dragon Age there are no abilities that require a rest before they can be used again, so resting becomes more abtract with the seperate camp area.
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