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  1. The first printing press, courtesy of Johan Gutenburg, appeared in 1450. This invention is right up there with penicillin, the Internet, the machine gun and all sorts of other, radical world-changing technologies and discoveries. The printed word allowed ideas to percolate up and down the social strata of societies in a way we might struggle to understand, or take for granted, right now. In fact, the written word was a vehicle of the Reformation, and later Fascism and Communism. Like the Internet, it was a force for both positive and the negative. It accelerated education. It w
  2. Alright, this is more of a specualtion thread. So, we know that choosing your race will strongly determine your position in the world. Prejudices against races will be different in different lands, somewhere humans rule, somewhere they are hated. Also there have been hints that your class might have a minor influence, as to mages might be hated by some groups etc. And that pushes us to the question of gender. As of late most developers, who implement gender choice in their game, tend to make the game indifferent to this choice, making it little more than a cosmetic one. Sure, your roma
  3. Many modern games these days like to gloss over the villain as a mere obstacle to the player’s hero. It’s understandable since the hero is the one in which the player spends most of his / her time with. In recent years I cannot recall any wonderful video game villains at all and most seem to be either mindless world eating threat or a misunderstood grey character in which the character was suppose to pity or redeem. After finishing a modern RPG I would remember some of the companions and some of the more interesting quests but I cannot remember the villain at all. Who was the villain in Ob
  4. I LOVE what I am seeing in the updates. This all sounds fantastic, and I really hope we get the role-playing freedom promised here. What I would love to see is a storyline that really coerces the character to participate. New Vegas had a great (though pretty harsh) opening hook. Arcanum opened well, too; bad guys were after you from the start. Fallout of course was very motivating, although the hard time limit has been hotly debated ever since (I don't think it's necessary). This is a great chance for a CRPG to have a story written from the ground up that can include a temperamen
  5. I've been thinking during construction of the game the project could also create a series of short stories to: help to introduce us (and future buyers) to the world; help shape our understanding of the world, its lore, the main characters and events; and keep us all interested as the project unfolds. What do you think? If you think it would be a good idea what sort of stories would you like to see?
  6. I understand it's hard to put a protagonist in peril but something that super bothered me about BG and IwD (probably the only thing that bothered me) was the amount of time my 18 int mage character walked into a trap that I, as the player, spotted from a mile away. I'm not talking about a physical trap, but the moment the enemy jumps out from behind a sofa and goes 'BWAHAHAHA you did exactly what I wanted you to! Ambush!' and I let out an audible sigh as I the story forced me into that situation. I know it's picky but it does get frustrating
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