Jump to content

TheMake

Members
  • Posts

    7
  • Joined

  • Last visited

Reputation

5 Neutral

About TheMake

  • Rank
    (1) Prestidigitator
    (1) Prestidigitator

Badges

  • Pillars of Eternity Backer Badge
  • Pillars of Eternity Kickstarter Badge
  • Deadfire Backer Badge
  • Deadfire Fig Backer
  1. Heh, ever play ToEE? Now that's some atrocious fetch-questing. What follows is the -very accurate- template that can be applied to almost every side quest in ToEE: *enter craftsman X's house, take on solving a ridiculously trivial matter* > *stop by the druid's house* > *stop by the temple* > *go back to craftsman X's house* rinse and repeat ad nauseum. Best thing about them though was that they rewarded you with nothing 99% of the time. Nothing at all. They never paid you for the legwork, you didn't get exp or alignment shifts... Nothing. Mostly just opened up follow-up fetch quests. I think PS:T's "fetch-quests" were pretty good? You never could take them at face-value. they always either had a cool twist, multiple approaches \ outcomes or tied in with other quests. For instance, what seems like a simple fed-ex quest turns out to be you trying to get rid of the equivalent of pandora's box all the while resisting the urge to take a peek inside? Helping some guy cursed with chronic flatulence, and in turn get cursed yourself - then come back with a vengeance? I think all of them were at least clever.
  2. If Weresharks are in, I demand the inclusion of Leopluridons as well.
  3. Neverwinter Nights' Official Campaign was a huge disappointment for me except for that one quest in Charwood called Village of Eternal Night. Really awesome writing and atmosphere in that one. Other quests that come to mind are VTM:B's Haunted Hotel quest, and the Snuff Video one. BG2's Tests of Hell were great. Also, not much of a quest but more like a chain of events that you can trigger in Dark Souls' regarding Knight Lautrec. I guess I really like investigation quests with a hint of horror, or ones that offer choices with different outcomes.
  4. Really, let's be honest now - who'd like an ugly companion in their party if not for comic relief at best?
  5. Hello everyone, long-time cRPG player / fresh new Obsidian forum user here. English is not my first language, but it is my hope that you'll brave this wall of text - I'd love to know others' opinion on the matter be it gracious or inflammatory (within reason ). First I'd like to say that Project Eternity is like a wish come true for me - the promise of an old-school cRPG that is being developed by the industry's finest, and is backed and funded by the audience, the consumer, and not by a big company or investors whose first concern is the paycheck at the end of the whole ordeal. It also warms the heart that the project has achieved it's initial goal in a matter of, what, days? hours? And is now well on the way of doubling the funding from its' initial goal - and beyond (and we've yet to add PayPal into the equation.. whew!). And even though the game is in such an early development stage the devs are already sharing quite a bit of info regarding the setting, lore and such. And they even go beyond that - they promise to deliver exact amounts of content, like how many companions you'll have, how many playable races there will be, and so on. Now - don't get me wrong, it isn't all bad, but past experience teaches us otherwise. Take a look at older cRPG's and their development cycles, what was promised and what was delivered in the end (Multiplayer for V:TM Bloodlines? Radiant AI for Oblivion?) also, take a look at unfinished content that usually games of this exact type suffer from (Unfinished business for BG2? All the missing content from KotOR 2 aka HK factory? Gothic's bandit questline? And PS:T?) Now, granted that almost all games that suffer from this have had a fair amount of "lost" content restored - but it makes me wonder, if those traces of content that hint at "what might have been" left by the developers were only the tips of icebergs? And what about the truest meaning of how some of that content should have been implemented? After all, what the community patches in may not mirror the image of what the developers had in mind. The sad fact is it's nigh impossible to meet all the goals you set out to accomplish at the start, because of constraints like time and funding, logistics and developer tools constraints - and it's PERFECTLY OK, and UNDERSTANDABLE. I just wonder how the community might react when it is actually the funding body in this project, and feels at least somewhat entitled to the amount of content this game promises to deliver - especially since Obsidian is quite forthcoming with information. What do you think?
×
×
  • Create New...