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Zeyelth

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About Zeyelth

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    Mythological Critter of the Obsidian Order

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    Sweden

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  1. Unfortunately, there aren't a whole lot of game developers who focus on story, and of those that do, few studios employ more than a handful of writers (you can get a good idea by checking the credits list of published games). And not to dash your hopes or anything, but there isn't really a lack of ideas in the games industry. Nearly everyone in the industry has at least one good idea, game concept or story which they would like to develop, given enough resources. What makes a game great is not the idea, or concept, but the implementation and execution. That said, if you really want to get
  2. Well that hasn't happened in this thread, so why did you bring it up? The topic did seem to turn into a discussion about how programming in higher education is taught and rants about college/university education experiences. The guy's in high school. I'm not sure it's all that relevant just yet. I strongly disagree. Regardless of whether a kid falls in love with coding or intends to pursue it as a career, I think that given society of 2012 and the unstoppable direction of technology, those kids who don't understand basic parts of computer science - especially the notion of progra
  3. I see these threads pop up from time to time, and they tend to quickly devolve into language wars or some other irrelevant discussion when the question we should really be asking is whether programming is the right choice to begin with. What does he enjoy, and is he already good at something? Before I even go into the programming bit, let me ask you this: Does Andrew want to make games, or does he want to play them? This may seem like a weird question, but I've seen way too many people go for a game development education/career thinking that because they play a lot of games, game developme
  4. Lots of opinions, and an actual discussion on the pros and cons of various mechanics. Awesome! This is why I created the thread in the first place. This thread is not an argument against people who save/reload to optimise their playthrough; I'm fine with people cheating in single player games. I'm actually in favour of mods and tools which manipulate game data. I love games with an intact debug console. Cheating is only a problem if it negatively impacts the experience for others (i.e. unbalances multiplayer games, devalues achievements, etc.) Ultimately, games are entertainment,
  5. Not going to bother with quotes, but following up on what AGX-17 said: Randomness in conversations is a cheap way of "simulating" all those little tiny details which normally affect other's perception of you, and the result is not very good. It's not that randomness itself is bad, it's that the game doesn't offer a plausible reason for the failure; there's no feedback (and no, seeing "persuasion check failed" printed on screen is not proper feedback). In real life, you get subtle clues, and you can infer the reason from that; you didn't seem to care (lack of sleep), didn't seem very enthus
  6. Sure, I could be apply some strict self-control and not reload saves when I get a bad roll, but that's missing the point. The point is that the mechanic isn't well suited for computer games, and could be replaced with something better. It was originally designed back when all you had were a handful of dice, and in some cases a deck of cards in place of random events. Yeah, I would prefer some other checks which tie in to something more tangible, like past conversations, your reputation, knowledge (visibility of map), etc... Not saying that OE will somehow write a situation where you
  7. Jargon may help flesh out the world, but it has to be done correctly. If the PC is supposed to know something, the player has to be introduced to the concept, preferably without breaking the fourth wall. A well written game or book will do this so seamlessly that you at no point have to stop and try to figure out what a word means in order to understand what is being said; a word could be used in such a way that the meaning can be inferred from context, even if it has been explained previously (you can't expect people to remember some random line from a conversation which happened several
  8. That could work, if carefully balanced. Otherwise you may end up with a situation where you get the worst roll possible in a really important situation, which may require you to massively level up a skill just to pass that check. On the other hand, it does add a frustrating aspect to character building which is very hard to plan for; there's no real feedback, and things would just seem to randomly fail, without any reasonable justification ("hey, I just talked down this powerful demon, why can't I convince this peasant to go away?")
  9. Whatever method they use for distribution, unless the distributor provides updated packages and a client which takes care of the execution details, I prefer tarballs. Tarballs complete with any needed libraries included, and a shellscript which you use to execute it. Why? When the included libraries no longer work because they're out of date, you can simply install new ones and tell the shellscript to use them instead. Such tarballs can also be dropped in the home directory, and executed, without cluttering the rest of the system with random files. Furthermore, if you really wanted to, you
  10. I don't think porting the game would cost that much. At least not in terms of getting it to run on other platforms; there's a reason why they're so confident about the Mac/Linux port. I guess it depends on what licence they have with regards to Unity, and whether they modify it, but any port to a platform Unity supports should be fairly painless, barring any hardware constraints such as memory and CPU. Though they could probably "fix" most such issues by lowering the resolution of assets instead of spending time on optimisation. What will require time and resources however, is adapting the
  11. Did a quick search, but couldn't find this particular topic. One thing which never really translated well from the D&D based games was the randomness involved in non-combat skills checks. That is, skill checks for conversations, or finding hidden doors, etc. The problem often manifested when your stats were good enough for you to succeed, but low enough to frequently fail. Since a huge difference between a Pen and Paper RPG and a CRPG is the ability to save and reload, this often made for an unfortunate meta-game, where you memorise a dialogue tree, and save/reload until you get it
  12. I think that the option "Yes, not all battles are won with blades and magic" already implies that both methods would be available but, in some situations one would be more effective than the other. Indeed. I mean, sure, there could be encounters where you either have to be clever about it, or flee, because you for some reason are inadequately equipped to win in a straight fight. Although situations where fighting isn't an option at all could easily become frustrating and boring if not done right. Especially in subsequent playthroughs. I don't think that the non-combat option sh
  13. The entire point is to be able to solve the quest in multiple ways, resulting in different outcomes which rewards your play style differently. Basically, you can chose to do the quest later (grind levels and use tactics), but you are also able to complete it much, much earlier by being clever (with a different outcome). The idea is to reward players who think outside of the box while still allowing those who want a tough boss fight to have just that. So yes, the scenario could be designed in such a way as to encourage one set of solutions (in this case, not rushing into battle head first), but
  14. $250 tier for a total of $313 ($25 obsidian t-shirt + $8 obsidian order + $30 shipping). Wanted the Collector's Edition, and I like art books. Couldn't justify $500 for the hardcover version, but then that got added to the $250 tier anyway, so I'm happy. Had the kickstarter happened two months ago, I might've spent my tax refund on the $1000 tier.
  15. I got the impression that this book is going to be a bit larger than the small books you typically get in a Collector's Edition, which would probably cost quite a bit more to produce. Not to mention additional shipping costs. If they made it an addon, you'd likely be halfway to $250 anyway, and you'd remove a large chunk of the incentive for the $250 tier.
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