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SunBroSolaire

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Posts posted by SunBroSolaire

  1. :w00t: Noooooooo there will be plenty of non-dungeon stuff, like the cities, villages, wilderness to explore, etc... A huge, difficult-as-hell dungeon with tons of minibosses and unique loot is a beautiful thing and it doesn't need to be corrupted with NPCs and stuff.

     

    I would love if they buried lore around the place in the environment and item descripts Dark Souls style, but I don't want some stupid town in the middle of my dungeon crawl.

  2. Why would splitting it into 2 dungeons be better? I like the idea of something big that I can work on a little bit, then play more of the main story, level up, and then come back and work on it a bit more.

     

    I think they said it was optional, but I could definitely be mistaken about that. Anyway, I wouldn't worry about it becoming the whole game. It was a stretch goal, after all. They have more funding than they need to make the entire game three times over, I think there will be plenty of non-dungeon stuff. Two major cities, for one thing!

    • Like 1
  3. There are MANY problems with party romances. Perhaps the biggest is equity. See, you can't have just ONE romanceable NPC. You have to have AT LEAST 2. One guy. One girl. You also have to open it up to straight folks and LGBT folks. Now, what about different races? What if you make a shorty or an halforc or something? Do you have to throw in some loving for them too? Pretty soon, 4+ of the party are shaggable and the player starts to look to NPCs not as companions but as potential sexual objects. That COMPLETELY subverts the party dynamic. Soon, all the party is a den of possible conquests and the game really does feel like a fantasy porno with the player looking slyly to see who he can conquer.

     

    Frankly, the further OE stays away from this foolishness the better.

    I disagree with that. The writers don't have to do anything, besides following some basic rules of storytelling. Too many options are what make "romances"{Statement: Oh, How I hate the use of that word}, minigames.

    Agreed. It doesn't have to get to absurd Bioware levels. I hope if Obsids does include romance, that it isn't presented as "who will you choose?", but that each companion has a well developed arc whether or not they're romanced. Instead of romance being a feature, I would hope it's natural part of the character development, and that the decision to become romantically attached or not would be analogous to other big decisions you would make for non-romanceable characters. Basically, instead of 'achieving the romance' or not, it should be a choice that has interesting consequences either way.

    • Like 1
  4. Copy and pasting my contribution from a few threads ago -

     

    I'd, personally, prefer the romance to not be between the PC and the companions. If there is romance, it should be outside that dynamic. Some flirting, mutual attraction, whatever - if it is included, that's fine. But I'd rather see the romance in the background, at best, as part of the story you interact with, or between the PC and a few potential, non-companion, NPCs in the world.

     

    I think the vocal minority (as far as any of these polls and threads have shown, it's a minority voting no to romance at all) have as their most salient concern the waste of writing resources on companions, and this is a very real concern that I understand and sympathize with. If there is a writer assigned to a companion, any potential romance with said companion is more for the writer to have work on and weave into non-romance parts of the dialog at times as well. For those who want nothing to do with romance, or whom just might not want to romance a given character, that character will suddenly have less content and might feel a bit shallow compared to other companions.

     

    I don't think its a minority who hold that particular concern - I think most people posting in this thread want strong companions and no wasted writing.

     

    In any event, due to the small size of the game and the limit funds they have to work with, I am for romance being background, window dressing, part of the story around the character and their party... not integral, or even optional, for the PC and the companions.

     

    To sum up - romance should be part of the story of the game at some level, with characters you meet having their own relationships, perhaps some motivations of more important NPCs be tied up to romantic feelings, and maybe even some non-companion NPCs having the optional plot thread of a romance. But I don't want it to be a major part of the game, unless that is Obsidian's design goals, and I'd rather it not be romance with companions.

     

    http://forums.obsidi...00#entry1210297

     

    I don't know... I think player-NPC love stories should be done well or not at all. One benefit to having romance options with companions as opposed to regular NPCs is that a lot of that content is going to be there regardless. Whether or not the player romances the character, the writers are already working on a ton of backstory and characterization for that NPC, and you'll probably see 90% the same dialogue whether or not you try to 'romance' the character or just become platonically closer. So I think Obsid would actually have less work to do creating romances within the companion group, because they'll already have strong characters and player-character relationships as a foundation for those stories.

  5. I think it would be interesting to deal with themes like infidelity. For example, one of your companions has a spouse and children ithat they haven't seen in years. Would it be justifiable to romance that character? That could introduce some interesting roleplaying elements to the relationships.

     

    I definitely think that if there are romances, NPCs should be picky about what type of person the player character is. If I can once again trot out the ever-popular whipping boy for this topic, in Mass Effect, it didn't seem to matter much if you were a renegade or a paragon, whatever the player wanted they could have. I liked how your companions in New Vegas would dislike you if you did certain things, I think that was handled even better in Alpha Protocol, and I hope they have similar mechanics for ALL the companion relationships regardless of whether there are love stories.

  6. I love the idea of romances, but I can't think of a game that got it just right. As long as it's possible to forge meaningful relationships with the companions, I don't care if they call it "romance" or not. I certainly wouldn't mind a traditional romance, but I hope it's not like freaking Mass Effect where the characters basicaly existed to be romanced. And if they do implement something like this I reallllly hope they don't use BioWare's formula where the relationship culminates in a fade to black sex scene. Don't know about you guys, but I don't consider having sex for the first time the Ultimate Goal in a relationship. I guess what I'm saying is it would be nice to see actual relationships portrayed in the game, and not just flirting/seduction.

    • Like 1
  7. Hello! My real name is Colin, and I'm going to school for networking tech. I love all kinds of video games, but over the last few years I've gotten really into RPGs, especially those made by Obsidian! I guess I'm a little wierd here in that I didn't play the Infinity Engine games back when they were still big. I always had a crappy computer and my parents didn't like to buy me games. So nostalgia really wasn't a factor in backing this project; I just love Obsidian's games and I want to see them work on a project where they can focus on deep characters, story and RPG mechanics without having to make concessions because of expensive 3D animation, voice over budget, license restrictions, and publisher demands. I'm getting bored with AAA games because they seem to be offering more polish with less real content every year, and I'm so glad there are projects like this one that will focus on the important stuff.

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