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Blog Comments posted by Silver6986

  1. When you run out of time on a project at work or school the world doesn't end, the circumstances change. I would love to see more games play with variables that are affected by time running out rather than just ending the "story" of that section.


    For instance: In Fallout 1 if you didn't get the chip back in time, vault inhabitants start revolting and become pseudo raiders. A subsequent time limit runs out and they start becoming tribal.


    Exatly this, I lean more towards this type of time limit then say the original Fallout 1 time limit regarding finding the water chip and saving the various towns from being overrun by Mutants.


    However, I would much much rather a time limit then none at all, a la Fallout 3 - no time limit to find Daddy comes off as rather lame, there are no reminders to get the job done like in Fallout 2 with the dream sequences (made me feel guilty for f$ing around), there's nothing, which comes across as very inconsequential.


    Regarding the sort of time limits referred to in the blog surrounding item use like with System Shock 2, imo that doesn't particularly sound elegant to me (although I have never played this game) and I do not think that it would compell me in quite the same way.


    In my more recent play through of Fallout 1, I remember making multiple saves to figure out how long you had before mutants started raiding places such as the hub, so that I could 'save' them etc. Whilst sometimes this is annoying, for me, it creates the sense of urgency I feel is severly missed when playing Fallout 3.


    I remember even Baldur's Gate had Jaheira reminding you to go to Nashkel and if you d&$#ed around for too long exploring or w/ever Jaheira and Khalid would leave your party, that example pretty much sums up how I like time limits to apply.

  2. Great post Chris, after reading your blog and trying to imagine the sorts of NPCs that you guys are planning to implement into Project Eternity I started to reflect on the NPCs that were available to you in the BG series (1 & 2).


    I felt that due to the lack of interactivity in BG1 you are largely left with self exploration of the story and surroundings, whilst the supporting cast of NPCs simply felt overwhleming, with many crossing over into eachothers roles and therefore making it hard to find a happy medium when playing the game (for me there were a number that just never made the cut, even though I have replayed BG1 about 30 or so times).


    This is quite jarring in comparison when transitioning over to BG2 as you end up with a much greater level of depth to each character, but the problem was (at least for me) that you felt somewhat gimped by the choices available to you with regards to party integration when considering the roles you needed to fill vs the interaction of NPCs with either your character or with eachother, sometimes leading to wanting to kill eachother or leave you party for good.


    I would think a balance between these two would be the sweet spot to aim for with Project Eternity, by all means have this level of character depth, but leave the options open for other NPCs to fill the gaps that may be left should it not be viable to have certain NPCs in the one party as a cohesive unit.

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