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Everything posted by Swells

  1. Figured as much. I'm not too sure how much I'd like to see of the number 8 though, if everything revolves around it I'll start expecting Jim Carrey to leap out and start raving about numbers again. Also just to add in on the number of companions again, even if someone has alreadt said it, but there are going to be marvelous assortment NPCs to interact with too along with a world of backstory, that satisfies the interaction part, and creating our own companions completes the gameplay part. Also, a lot of games that have no companions and still stand firm.
  2. A full version would be cool, that way I can print it off and use tacks to track my progress, blue/green ended ones with a note mentioning anything noteworthy that happened and red ended ones to show where party members died (if they do)
  3. Since I'll probably be giving this a look to refresh my memory I'll gladly bump. A lot of people prefer the wiki presentation, but this certainly seems viable too getting all the direct pieces of information relevant to PE and showing it word for word. Still haven't had a thorough look, but if there have been any twitter comments from the devs on matters that might be worth adding to the list.
  4. No point in planning, I'll needlessly swap between 5 character possibilities in my head before deciding to reread the manual.
  5. Everyone should be killable similar to Morrowind, and no warnings. What, you don't think stabbing someone should have consequences? Don't murder so indiscriminately then, face the choices you've made and trust that Obsidian will still let you enjoy yourself for doing so, like having a main quest backpath similar morrowind, or multiple ways of accomplishing a quest. That being said, I would absolutely hate it if you do something wrong, yet you could always find a way to progress as normal. There needs to be times when you should have known better, or the alternative to the goal you've closed off has disastrous consequences
  6. Why just a dragon? I want to be able to tear the hearts out of any creature I stumble upon and devour it to gain their essence. Seriously though, if they're in the game (they should be) I like the ideas Spoony played around with in his counter monkey episode on the topic: they're smart. why would they land when they could just fly around burning you to death and casting level x spells. Might not be too fun for a game now that I think about it, but dragons should be something you utterly fear. Not just some glorified cliffracer or a fancy looking turret.
  7. You forgot to mention that the third kalpa in the amala labyrinth had progression based on what stats you had, that's a good idea to implement. Also that chase sequence was brilliant, but I'm not sure how well one would work in IE engine. Besides that however, I don't think the Amala network is a good source of inspiration. From what I've looked up, it was used as a way to explain plot elements that weren't fully explained (original Japanese version didn't have it), so the way it was paced was effectively designed around progressing the plot. This Mega Dungeon shouldn't be an occasional thing you check up on your to do list as you go through the game. The main problem I had with Amala is that it ironically distracts from the main game big time. "Demons are going to wage war to decide the fate of the next world? better complete Louis' candle collection" I really do like your concepts of progression and stuff, but that should be what the main game is for. Mega dungeon should be a place where you can test your duked out party and bring them at their wits, where instead of a sense of progression (besides reaching a new level, they have to make that feel satisfying) you get a sense of accomplishment. The best comparison I can make is basically any tri-ace game, you can get through the main game well enough by ignoring or lightly touching upon the mechanics they include (that's a bad thing, PE should always provide moments to use mechanics) but when you get into the post game suddenly everything you have ignored becomes ultra relevant, the system you've spent the game mastering suddenly gets put to the test.
  8. I can't think of a dungeon in terms of gameplay that it could resemble, however I know what sort of enviroment I'd love to take in. Something that gives off a completely different atmosphere and aesthetic feel to the rest of the game, something you just don't expect to find after several hours in the world you've spent exploring, but it feels absolutely okay for it to be there. Maybe change the music score too just to set it apart further, it's own boss/battle/ambient theme. The best example of recent years I have is Blackreach in Skyrim. It was like I stepped into a different game completely and I think what helped was the naturally dark light settings, so it seemed to have a marvelous contrast too.
  9. Actually I'd like to revoke my choice; Project Eternity. Looking back on it, it's the most I've ever put into behind a game, I think the sentimental value of that alone would want me to keep it around. The games I do have fond memories of are marvelous, but I have them dilligently memorised by now, I think I'll take the gamble for this.
  10. I want all the NPCs to merge consciousness for a singular moment, be ejected from the planet, far out into space and beyond that until they reach the kickstarter page for PE. In that moment the combined consciousness will realise how much this project meant to so many people. Then they're back, individuals again. Everyone goes to the nearest pub and parties 'til the end of time whilst the player character nods and simply says "my work here is done." Now if I wasn't being stupid, I'd say multiple ending scenarios prehaps involving different end-goals for the player character to accomplish with varying big bads. The ending itself should have variety too, with consequences that have actual impact for the post game (companion deaths, city destroyed, reputation changed etc.), also including one ending for failing to beat the big bad. If it's a closed off ending, then provide a voice over epilogue similar to Fallout. Above all else; when the credits are done rolling there needs to be a cheesy "And You!" credit right at the end that finishes the grand orchestral score that goes with it.
  11. I used to think I wasn't a fan of the Morrowind score, chuck it up to me being an FF boy at the time. I thought it could have used some more personal tracks for key events in the game. After putting all the effort into modding in more tracks though I just felt like I took the Mona Lisa and made the eyebrows bushy with a crayon. It's great as is, fits in magnificently with the world.
  12. Just like every skyscrapper has a door every floor in case you want to go home early, or every cave in the world has a tunnel going back up to the surface. I kid, I do agree with the going back through empty halls being poor game design, but it's just a cheap cop out if you click your fingers and appear at the entrance (unless you're a wizard.) Especially with something that has such a big buildup and is built by the love of Obsidian's fanbase.
  13. That shouldn't change how devs design a game though because some guy who doesn't care for an entire experience would just work around it. Cheating isn't for everyone, people like the accomplishments of going out of their way to feel satisfied. If every game idea was shot down because somebody could overcome it with exploits, games would just be a button that gives you a pat on the back each time you click it. Or dragon age 2. Even if people cheat their way through the megadungeon, it isn't the point. The devs should pull out all the tricks in the book to make it one of the best and hardcore experiences in the game, with no short steps without effort, which is exactly what OP is getting at, and I agree with him. I just think there's better ways of implementing immersion than forced busywork.
  14. I only agree with this when it concerns optional playstyles, like a slow time spell in an action-RPG that renders combat easy. There's a difference though when the developer's design something with the intent that a majority of players will use that method, then the alternative playstles tend to get overlooked. The Devs should think of the immersive and long ways to tackle a situation first, THEN throw in all the sneaky shortcuts based on your skills or level design.
  15. I agree with this if the dungeon is for an endgame scenario or if there's emphasis on a survival aspect in PE. The dungeon should only suit those who appropriatly prepare for the long run, and players who don't quickly find themselves unable to survive long. Regardless, it would be terrible to make you traverse all the way back each time, especially if you prepare, and the next half hour or so of gameplay is "click. click. click. load." through empty halls. If your party has the right resources and they're in no immediate danger (injuries, poison, exhaustion etc.) they should be able to make preperations to leave, because you prepared for it, and going back down to where you were can have something similar to overworld travel with random chance of events. Another addition that could work with the above choices is a unique resource for the dungeon that tracks your progress so long as you have it to place, like a breadcrumb trail or floor marker. That way you need to be appropriatly prepared to heal everyone and mark the right path back to the entrance.
  16. I'm not too musically inclined, but I think if you go all out to organise a fully orchestrated track it just diverts unnecessary money away from the project, when personally it never really seems to matter too much if is or not, just seems to be bragging rights. There's been lots of examples of great soundtracks without an orchestra and those that advertise about having one just aren't interesting (although honestly not many come to mind, infinite undiscovery is one of the few that I know of) what matters is the composition (?) not the method. Instead I opt to say the main theme and a few key events that have a unique score should be orchestrated if it enhances the experience and impact of those scenes. Maybe a couple extra for the limited edition audio CD too. That's just my shallow two cents anyway. Still I'm sure those who have a better ear for this sort of thing will appreciate the choices made.
  17. Greetings all, wanted to say great job to everyone who fuelled Obsidian's infinity drive. Now we've got this project kickstarted, I say we get a motto for the Obsidian Order if there's not one already.
  18. Planescape: Torment was the first thing that came to mind, but if it wasn't for Arcanum I don't think I could have approached older games in the first place. Not for lack of effort though, I'm sure I'll always fondly remember my character exploding when being bitten by a wolf in BG
  19. I'm not sure if I'm more suprised about my tea getting cold in 3 minutes or somebody having to be paid to play Arcanum. If it goes anything like my first run with it; 3 hours in character creation.
  20. I probably should have known better for dropping into a thread about death, but darn it spoilers! Anyway, if I recall correctly there was a hardcore mode alongside the standard difficulties, unless I remember that incorrectly. Either way that would seem to solve the issue for those looking for a game and those looking for realism. Although one could say if the spell exists it's more realistic to bring those who pass back and if the possibility due to story or some such, there's a death greater than death in the realm the game resides in. Honestly? I doubt I'd ever enable deaths until my second or third playthrough, what good is realism if I could miss a good chunk of story involving a companion. I definatly wouldn't mind perma deaths in later playthroughs, but as I'm getting to know everything, having them unavailable until you can safetly recover seems like an equivalent danger if you're in the middle of something, and with a weight system, one less pack mule can hurt
  21. It'd be cool to have the order appear in background lore and stuff, I voted for there to be quests around them too though since a quest revolving around the order could be a neat way of getting a player's attention to the particular lore rather than scrounging through libraries or bookstores. As for merch, I was just thinking a pin with the order logo (is there even one yet?) would go well with the PE/Obsidian shirts, just an idle thought though not an actual expectation.
  22. More places to plunder, more stories to tell. Sounds good to me. I hope in order to get to the city we need to follow a route similar to the stretch goal path.
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