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injurai

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Everything posted by injurai

  1. 2000 hours. Payment will be issued in the form of Deadfire. But I already payed for Deadfire You cant buy Deadfire. The payments is merely a tithe to gain Obsidian's favour. To make sure that only the worthy will gain access to Deadfire, each time you start up the game you will have to put in all the codes that Obsidian has scattered all over internet, wihtin a minute and in the correct order. You shall have only one try. If you fail the game permanently erases itself. You have shown me da wae
  2. Sometimes it's useful for games to give you some means of navigating the world, but they should require a bit of effort and should be more of a means to re-orient yourself. RPGs these days tend to do away with good quest logging in favor of simple tracking quests on a radar. Which is incredibly lame. If I can't navigate the world through land-marks and location names, then maybe you should have designed you're world better. It doesn't mean you can't have an automatically updating map, but floating sky markers only make the player's world navigation seem like a deterministic slog.
  3. I haven't played Arx Fatalis myself, and don't quite consider Dark Messiah and RPG. Regardless it's a different studio today, and last I heard Harvey Smith is taking a bit of a break from directing. I personally want to see them push the types of games that they have already invested themselves in, if they can tailor those into a unique style of rpg that'd be great. I think the team has the talent and ability to pull of an rpg set against the dense first-person style that they are known for. In fact they are probably even more geared towards making Paradox's Vampire gameplay wise than Obsidian is. Especially if they work with MCA again.
  4. Except mine, because it falls under the category of "Secret Design Doc Lore Bible" material.
  5. Looks to be from lung cancer What an amazingly accomplished man, RIP
  6. I always like seeing Blizzard doing something new. They seem to be more creative when doing so at any hand. D3 was really the only somewhat disappointing thing they've made.
  7. It's true, but I've gotten more unique experiences over my 90 hours in Skyrim than some 10 hours of bespoke content. I never force myself to complete an open-world game, not even the critical path. GTA is a game that gave me hours of fun just as a sandbox, even if many aspects repeated. Testing the limits of a games system and internal logic is just fascinating. To this day my favorite open-world game (and even in general) is RDR because I made consistent progress and found that most of the games experiences are opportunities that arise as you travel between mission points. That game stayed fresh right up to the end, and unlike GTA where you can distract yourself at any moment, RDR had an encouraged pacing that remained none-the-less open ended. Contrast RDR to the density of Skyrim, and you simply can't keep up with all the quests you build up. It's like there are mouse-traps setup up to dynamically hand you quests, which makes travel and exploring both fun but also means you're half-starting a dozen guests that you might not get to for a while. I actually like what Skyrim did, but in the long term you feel like you are touring different Parks at Disney World. The content is all stashed away and you just tour around different parts of the park. RDR felt much more organic simply because it used the landscape naturally. TW3 took design cues from RDR, but seeing as 2077 will be hyper-dense and vertical it will be interesting how that game contrasts. I think both approaches work but they have to be balanced differently, because the illusion in dense worlds is far more fragile. A lot has to be going on in dense worlds, while at the same time you can't let the player burn through initial interactions. A linear experience won't necessarily be better, for sure. My favorite games aren't even strictly linear, PST,BG and the like flip back and forth between the concepts. It's more like a progression, and I liked at least a few games from even the extreme ends. I loved both Max Payne and GTA Vice City and those are polar opposites in design. Well, I wasn't talking about a linear experience at all. The hybrid system that you are eluding to are "partial-orderings" which is where the tuning ultimately comes down to in any open-world game.
  8. It's true, but I've gotten more unique experiences over my 90 hours in Skyrim than some 10 hours of bespoke content. I never force myself to complete an open-world game, not even the critical path. GTA is a game that gave me hours of fun just as a sandbox, even if many aspects repeated. Testing the limits of a games system and internal logic is just fascinating. To this day my favorite open-world game (and even in general) is RDR because I made consistent progress and found that most of the games experiences are opportunities that arise as you travel between mission points. That game stayed fresh right up to the end, and unlike GTA where you can distract yourself at any moment, RDR had an encouraged pacing that remained none-the-less open ended. Contrast RDR to the density of Skyrim, and you simply can't keep up with all the quests you build up. It's like there are mouse-traps setup up to dynamically hand you quests, which makes travel and exploring both fun but also means you're half-starting a dozen guests that you might not get to for a while. I actually like what Skyrim did, but in the long term you feel like you are touring different Parks at Disney World. The content is all stashed away and you just tour around different parts of the park. RDR felt much more organic simply because it used the landscape naturally. TW3 took design cues from RDR, but seeing as 2077 will be hyper-dense and vertical it will be interesting how that game contrasts. I think both approaches work but they have to be balanced differently, because the illusion in dense worlds is far more fragile. A lot has to be going on in dense worlds, while at the same time you can't let the player burn through initial interactions.
  9. Everyone so often a game comes around that I just know is doing something special. Far Cry 2 was one of those games, even in a post Crysis world. I can't say the same for any of the successors. In fact, I don't think any FPS games have really done anything interesting since, other than Doom's return to form. Which is progress in an orthogonal direction. I'm sort of skimming over L4D where "The Director" was a pretty novel idea. Just mechanically FPS as really ceased evolving. MP-centrism really killed whole categories of mechanical experimentation.
  10. Far Cry 2 I think is a far better sandbox game than the later entries. It has more in-common I feel with Crysis "free to approach" style than later FC entries had. Particularly because it focus on these subtle AI behaviors and inter-connected environment systems that encourage you to engage with them. Definitely play on one of the hard difficulties.
  11. Yeah, that's a weak entry. From a new director within the studio, so that explains part of it.
  12. She looked like a young Pat Benatar! YouTube Shooter Made Contact With Local Police ...Hours Before Shooting. Given that she 'looks foriegn' and 'looks non-white', plus 'non-english sounding name', I can already see people shouting 'MUSLIM TERRORIST!' just because the name sounds arabic. Though the last name sounds more Indian to me. Still, religion clearly had nothing to do with what was going on here. She apparently had grievances against Youtube for blocking her videos for some reason or other, and the site that was shown, shows her as an animal welfare activist. The cyberpunk future is becoming more real by the minute.
  13. Strictly Rymrgand himself, by existing, is an obstruction of entropy, which must be justified to hasten the rate of entropy beyond himself. There is no need for the system to be closed for this to be true, quite the opposite. I've once heard proposed that life exists because it drives entropy, which may be true in some circumstances. Typically however life defies entropy, and Rymrgand is a form of life. The sun is constantly decaying, we just happen to be down stream. Life happens to capture some of that energy and trap it temporarily in a complex system. Only when that system overflows does the flow of energy continues downstream, but sustains a relatively constant amount of enthalpy. So the net effect is that order is built up by the energy that passes through and is slowed for the period until an equilibrium is met, which will then be paid back as the system fails. Of course this aspect of a temporary reversal of entropy is the thrust of my point, and it's in fact paid by the release of energy expended that traps energy in ordered form. A local decrease in entropy is not necessarily being caused by a hastening of entropy universally. Either the world is really deterministic, in which case it always had to be, or probabilistic in which case order may sometimes occur instead. For whatever reason some systems will capture all the energy that they can manage. Life will die when it's conditions fade, black holes while incredibly entropic in their own right will defy the truest finality of entropy long after black holes have been torn so far apart from each other that the causally non-existent to each other.
  14. https://www.newyorker.com/magazine/2018/04/09/a-saudi-princes-quest-to-remake-the-middle-east A Saudi Prince’s Quest to Remake the Middle East
  15. Given that spirits and entropy seem to pre-exist Rymrgand, I think Rymrgand should be seen more as a mechanism to guide and manipulate how this inevitable process reaches it's finality. That is, Rymrgand plays a role in the journey towards entropy. Mostly seeming to speed it up or to bring finality to souls that manage to suffer from an unnaturally slow decay. In this way Rymrgand may be seen as compassionate towards adrift souls. Maybe Engwithans did this out of compassion or of their own fear of the inevitable. In other ways, Rymrgand seems like a siege weapon to be unleashed on one's foes. Which brings me to my next question about him. Is there a cost to his ushering in of entropy? Surely as a construct of souls, he himself defies his role. Was his destruction meant to afford a lease on life or other's for the Engwithans in some sort of equivalent exchange? Also while fun to speculate, I'm sure half of what we're speculating about is unintended consequences of the canon's metaphysics.
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