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SunBroSolaire

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Everything posted by SunBroSolaire

  1. I would guess that you are correct. Hmmm. That looks fun. Very fun. There's a free demo with several hours of gameplay on the developer's site.
  2. I wouldn't expect the same level of obfuscation as was in Dark Souls, I was just using that as an example of how learning about a game through play and exploration can be very rewarding, and how full transparency is not always a good thing. I think you should always get good feedback on your actions in games, but I don't think that means explaining exactly how damage is being calculated, for example.
  3. I don't see it that way. Learning about a system by interacting with it is just fun on a really basic level. There are games that are entirely built around this idea, like Demon's Souls/Dark Souls. Obfuscation is bad in games like Skyrim, where stats don't really matter that much so you just never really bother to think about them, but in the Souls games, or in the IE games, you're given enough data to eventually, through many hours of playing, come to an understanding of how the game works. That's a big part of what makes playing games fun, for me at least.
  4. If we're bad designers, sure. Ha. I guess I'm just wondering how you will make quest objectives so explicit and also make quests that are interesting, but I guess we'll see. I actually prefer instructions to be vague rather than direct, and it seems like the presence of this option will limit the level of open-endedness that will be possible in PE.
  5. So do you anticipate there will ever be a situation where it will be difficult to discern what the specific objective is without this option enabled?
  6. What about quest journal instructions? source: http://www.shacknews.com/article/81929/project-eternitys-difficulty-about-more-than-numbers
  7. How OP sees himself: Too bad for you, OP, I think it's totally fine that you have different tastes from us. Look out for Obsidian to be announcing a new next-gen RPG sometime soon that will undoubtedly not be in the isometric style. I will play, and probably enjoy, both.
  8. You're misunderstanding the complaint. Obviously the game will not be one button exclusive; no one is saying that. I would definitely not say the IE games were one-button-friendly. Planescape: Torment at least was impossible to play with one button. Unless you played without pausing, all of the IE games would have been incredibly inconvenient to play that way. Even things like saving, the inventory, journal and map weren't especially 'friendly' to using only one button, just technically possible. They were not meant to be played that way. I tend to think it's a good idea to make all features accessible without shortcuts, but there's a difference between ensuring that it's possible to do everything with LMB, and designing the game to be played that way.
  9. While it's true that we're not designing the game with touch screens in mind, we have had the game running on a Fujitsu Windows 8 tablet and it worked fine. We are trying to make the game one-button friendly, so while there is functionality on right-click, it's usually ease-of-use functionality rather than core. E: Also our min res is 1280x720. Probably a dumb question, but by "one button friendly", do you mean one button and keyboard, (e.g., Mac users, tablet+keyboard, etc...) or that you are designing the game to be played with only one button, (tablet w/out keyboard)?
  10. I'll just suggest not holding your breath for the vertical slice. More likely we'll see some screenshots from it in EGM September issue or something. I feel like if they were going to show something big soon, they would be teasing it.
  11. I guess that's because the decision was based on arguments, not popularity. Edit: oh, and I believe that if you don't speak up, you don't get listened to. If you were passionate enough to care, argue your position and post it. I do not agree that the most 'passionate' voices should be given the most consideration. Ignoring the fact that the most "passionate" people tend to drown out reason and suppress opposing views by screaming their opinion as loudly as possible (metaphorically in this case,) backers of P:E were doing so having been informed that Obsidian would be making their own game, while taking into consideration classic experiences and the opinions of fans. They didn't say they were going to make it a mass design-by-committee democratic vote on every game mechanic and design decision. Professional game designers at a privately-held developer are under no obligation to kowtow to the wills of either the masses or the loudest opinions. The Kickstarter wasn't "pay us money and we'll let you design the game!" I don't want them to change the game to pander to the majority. I don't want them to change the game to pander to anybody. I think all this community interaction is at best a lesser evil compared to Publishers, and I really wish they would just take our money and make exactly the game they want.
  12. To be fair, SIMS:Dungeoneer sounds like a game that I want to play :D
  13. I guess that's because the decision was based on arguments, not popularity. Edit: oh, and I believe that if you don't speak up, you don't get listened to. If you were passionate enough to care, argue your position and post it. I do not agree that the most 'passionate' voices should be given the most consideration.
  14. Oh, that is familiar. You'll fit right on at BSN. "Let's alienate part of our fanbase with this decision! So what someone will hate it? We know better what you players want and can live without unfaithful who will not buy anything we make." You mean the guys who changed the ending of their 'Magnum Opus' because of popular demand? The same guys who shoehorn in cringe-inducing romances at every opportunity for fan service? And the same guys who removed the entire inventory and exploration systems from the first ME game because people criticized them? It's irrelevant anyway. Being uncompromising is only a good thing if you're actually talented to begin with. It can be assumed that game designers at Bioware are not. Tim Cain, Josh Sawyer, Chris Avellone and company are.
  15. Most crafting systems use multiple progressions, so taking out only one progression system from them doesn't eliminate all progression. You still hide the materials and recipes behind gates, they're just not gated to the skill system. That's not character progression, that's just pacing.
  16. I do, but I would have made crafting a very different animal altogether.I'm ok with the current solution. I do as well. If it isn't a skill, then what? All characters and parties are equally capable of Crafting/Alchemy/Cooking? There's no progression? Why even have Crafting in the game then? Might as well just find new items instead of new item recipes. Crafting may involve other skills, skills that aren't named "Crafting". Besides, who says there needs to be progression? BG2 crafting wasn't fun? What do you mean? It doesn't even sound to me like individual characters will be doing crafting anymore. Sounds like we won't be able to create a dedicated smith or alchemist character. Crafting in BG2 wasn't very fun.
  17. I do, but I would have made crafting a very different animal altogether.I'm ok with the current solution. I do as well. If it isn't a skill, then what? All characters and parties are equally capable of Crafting/Alchemy/Cooking? There's no progression? Why even have Crafting in the game then? Might as well just find new items instead of new item recipes.
  18. Sample size? More than half of those who voted in Sensuki's poll said durability belonged in PE. The load minority got it removed.
  19. Not if there are other skills that would be more beneficial to the frontliners, which seems extremely likely.
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