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Tuco Benedicto

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About Tuco Benedicto

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    (3) Conjurer

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    PC gaming, Movies, Narrative.
  1. Find quality models - rigged, textured, with animations and of the same visual style, then we'll talk about it. Well, thank you for your consultation, but my question was if it's feasible, not when in your opinion that could happen.
  2. Is there any knowledge of how easy it would be to replace characters' models and animations through mods? Not a deal breaker by any means, but they are the only thing I don't find particularly appealing aesthetically in the game and I was wondering what modders could do about it (if they will ever want to, of course).
  3. Sorry if this topic was already argued a lot in the past, but I just checked the last pages and didn't notice anything specifically about my question. So... as the thread title suggests, I was wondering how much do we know about the potential for modding with this game. For instance, while I appreciated a lot of what I played and I love the general art direction of the game, the only thing aesthetically unappealing for me in the beta were characters' models and animations... And I was wondering: let's say some modders decide to revamp/replace them, it would be technically feasible wit
  4. I would be extremely bothered by the opposite. When it comes to RPGs I like carefully crafted experiences: cleverly designed dungeons, finely tuned and hand-placed loot, well written narrative. NOT generic/randomized/procedurally generated content. The argument is typically "But that would make every game different!". Well, I beg to differ: more often than not that would make any moment of the game feel equally generic. Now, just to be clear: I'm very fond of procedurally generated stuff from a technological stand point and I definitely think there's a place in gaming for it. I just
  5. The part where he praises Josh Sawyer and concludes with "That Josh guy knew his sh*t" is fairly hilarious.
  6. A Darklands spiritual successor would be the best possible outcome for me, but I would be glad about everything that isn't fantasy, too.
  7. Taking the new trailer as reference, frankly I would prefer if instead of adding new features or stretch goals they would put some more effort in improving the production value. To be even more specific I found some of the models/animations in the trailer a bit... let's say underwhelming. I know we are talking about a game with a tight budget, but I don't think it's too much to ask from a professional studio like Obsidian to have characters/monsters one-inch-high that can at least match what the RTS genre achieved few years ago. I think there are models even in the first Dawn of War that
  8. As far as I'm concerned it was "worthless" from the start, not just now that they changed it, because durability in a *party*-based game is a bloody stupid idea that doesn't add anything beside an unwanted hindrance in the form of a pointless money sink. Ditching it they didn't "miss a chance for greatness", they just avoided a baffling waste time. But I would almost like to read a supporter of this idea capable of convincing me that durability would improve a RPG of this kind to any extent, because that would be quite an achievement. So far reading this thread that didn't happen. And
  9. What about at least making an effort to read the last pages instead of making ridiculous claims that were already addressed by Sawyer himself? Also: you may not be familiar with this idea, but design is a iterative process, there's not such a thing as a "vision" that goes untouched and unaltered through the whole development. Sometime you come out with a concept that sounds cool and interesting, but then you test it/argue about it and you realize it just doesn't work as well as you thought at first.
  10. Which is another complete non-issue. A blatant case of solution in search of a problem.
  11. Bingo. Beside, there were a lot of very faulty premises behind the whole concept. For a start, the idea that having a single character capable of using a crafting kill was "a problem to solve" is senseless, when the whole point of party-based games is the subdivision of roles. "But in that way you will need just ONE blacksmith!". Yeah, so? Second, durability can (eventually) work in a game with a single character, but there's virtually no scenario where it doesn't become an annoyance when you have to manage a whole party of fully equipped characters, and the only alternative to h
  12. I really don't like how these options are worded, because I don't feel it's my place to tell to developers what does and doesn't belong in their games. Let's just say I'm not a fan of durability in RPGs (or at least in this kind of RPG) and I would be happier without it.
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