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Bleak

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About Bleak

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  1. In that particular example of attack/spell resolution, it's what I, at least, consider as a type of good complexity, because each way of attacking is mechanically unique. Yes, one will also need to learn how saves work and read the description of each specific spell carefully, but I don't think it's that big of a hurdle so that it makes players look up the rules after they familiarize themselves with it. I don't think systemic is always a good thing - sometimes it comes at the price of variety. That's not to say that DnD isn't more complicated than it needs to be or that it isn't filled w
  2. If you want to make a good system in general, find one that fits with your game first and foremost. Even the most complex systems can be made intuitive. Owlcat (P:K developer) claims that they will make their next pathfinder game (WOtR) far more accessible by interpreting the rules in more intuitive ways. How exactly, remains to be seen. Perhaps they may "translate" the dice results and ranges into numbers and % percentages. It's not that I don't like PoE's system, but in my opinion it's inferior to DnD. I just like how spells in DnD don't have the same attack resolution (speaking in
  3. Well, say you compare it to P:K, (Witcher is a different kind of animal in most aspects), while I do believe that DF wipes the floor with it in many areas (e.g. world design/graphics), after replaying both games several times I found it to be vastly richer as far as RP & skill checks, skill check consequences and skill check variety go, with skill checks present in pretty much every sub-area and with all skills equally sharing the spotlight. And I have seen that being mentioned before in discussions about the game, even it being the sole reason some people prefer that game as a crpg (not i
  4. Fair enough, habit got the better of me and I was rather pedantic about how one would go about examining these reasons. While, as you said, social media tend to be crude and reductive, when conveying a message or a criticism, it's mostly the absence of coverage and the lack of proliferation, that I was talking about. As for reviews, I definitely would never expect a negative reception, since the game is pretty solid overall. However, I do have to disagree that things such as unimpactful skill checks or disconnected stronghold (which are just some examples), can be considered as nitpic
  5. Again, I never claimed to have made a survey about "how many people care about these problems", nor did I claim to know that this was the only reason the game didn't sell well. I just pointed out some practical gameplay problems, which we are able to identify by playing the game and without making any surveys - unlike the "setting theory", which is based on pure speculation, for which you *do* actually need a survey, if you want to make these claims. And that's why I found it amusing - because some people seem to prefer making pure speculations, instead of first examining what is right in
  6. So what you are saying is that you have concluded that the game is flawless enough so that its sales weren't affected, is that right? Can you blame me for being amused? It's because mine is not a completely speculative theory, that wants to justify something mostly based on wishful assumptions which I don't have clear evidence on. That's why I find them amusing - not because I try to be edgy or critical. I just observe the problems the game has, which is the most practical/direct thing one can do - it's still a great game, but it is clear to me that it suffers as a CRPG both at qualit
  7. I believe a mobile fortress is a great idea too. It is the execution I don't agree with. I've made a relevant post about it in the past explaining why in detail. Is it not natural to compare it with the best fortresses rather than the worst and to compare anything with the brightest examples of its kind of that matter, if one wants to strive for something better? There are definitely both better and worse examples to compare it with and I never said anything along the lines of "this fortress is the worst", so that you have to point out that there worse examples. Of course there are (thank
  8. Full/extended VOs definitely earn a place in the "10 best ways to murder an RPG" list.
  9. Forgive me if I misinterpret your reply, so in case you aren't joking - could it be that you are missing the fact that we are living in an information-driven society, where social media (gaming platforms included) are the deciding factor for market traction and news proliferation? In more simple terms: A potential buyer will never know all of the information I just posted or the answers to these questions, but the game will simply fall under their radar, because of the various reasons that this thread is attempting to examine. Example: Say you have two products, both have invested t
  10. On the programming part I think he likely means gameplay. As for the writing I found it a bit too corny for my tastes - it's almost as if the writers are under the impression that the more adjectives you add to a sentence, the better it will turn out. Personally I enjoyed P:K's russian-translated writing much more. Deadfire's worldbuilding (in the strict, aesthetics sense) on the other hand, imo, is superb. As for Disco Elysium - it's a masterpiece in its category so no surprise there.
  11. One thing they could have done to not make it feel overwhelming, as many hubs do, is to gate some districts behind some cleverly crafted requirements. In general aesthetics-wise it is one the few best cities I've seen in a game. Its geometry is superb, as is the use of the 3rd dimension, its design and the order of the places where the player is guided is great, the content of the districts themselves makes sense, are beautiful and interesting, imho.
  12. Can't help but find it amusing that people actually blame the setting itself. It was pretty traditional actually, with the exception of geography (which was masterfully made) and a mobile player "fortress". What they did with the setting is what really matters. Ask yourselves the following questions: 1) How engaging was that mobile fortress, its upgrades, events or maintenance? Was it connected to the gameplay loop or character development? How much of a source of RP was it? Tried comparing it to the Mage Sphere or D'Arnisse hold in BG2? 2) What about the islands? Did they have
  13. True and if they can't, that can cause more harm than good. And it's also true that these forums may not be a perfectly representative sample (they still are a sample). You always need some kind of feedback though - but you can choose to get it only from the post-mortem methods, like statistics or sales. Ok ok, not getting upset but this is me below, Not applied in this situation man and frankly don't know where the thing you are talking about applies. Maybe you are talking about community driven projects. First of all, if anything, commercial products are more inclined to
  14. Yeah, of course you know. Gnat-sized? They started as a garage 4-man company in 2006 and look at them now: https://www.owler.com/company/grindinggear https://www.owler.com/company/obsidian Tencent, also a true giant, has bought a large part of GGG for over 63m. Let's look at their active fans on reddit: https://www.reddit.com/r/pathofexile/ Now go to every reddit of all of Obsidian's products and add up the registered users. If you want to search more yourself, check GGG's forums as well. But forget about all that - GGG spent as much time commu
  15. Yeah, a busker who is more successful than Bruce Springsteen. How does their payment model (which is great for that particular genre) makes them "buskers"? You know that Pillars was also crowdfunded, right?
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