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Found 2 results

  1. Hi! I'm a massive fan of Black Isle / Troika / Obsidian as well as a student majoring in Computer Science, a game hobbyist and an amateur game developer. (Disclaimer) So, my question for today is a very profound one, and one that carries a lot of meaning to me, personally, and especially from a game developer studio perspective: What's wrong with Obsidian? Everything starts with Black Isle and Fallout, which (if you're aware of the story around the production) was a general huge mother****ing mess. After Black Isle was shot down, the general messiness seemed to follow with Troika games, who made a couple of brilliant yet very flawed games. After that, the legacy, thanks to a few key individuals and their ideals, was transferred into what is today Obsidian. Now, as a disclaimer, I have to say, I love everything created by these guys: Black Isle Studios, Troika and Obsidian. BI's slogan: "By gamers, for gamers" is still something I keep as an inspiration very close to my heart every single day (as an unknown amateur developer), and what they created is simply beautiful. However, everything created by this troupe and their derivatives has always been somehow fundamentally wrong: bugged as hell, imbalanced as foobar, illogical as hell. My question is: WTF is wrong with Obsidian? Why can't they make solid products? I know there's a lot of tension between publisher - developer relations, that's always a handful and something for an entirely different discussion, but my presumption here today is that: There is something wrong with the communication between the designers and the coders in Obsidian? Because at many times it seems I'm playing a game with a beautifully designed world with lots of content and shreds of the designers souls visibly poured into every single detail, yet at other times I'm stumbling upon the very simplistic, childish even, mistakes that could be repaired with some simple programming with a little bit of forethought. Are you guys talking? Is there something between, even though this time (PoE) you were independently funded, and no publisher has a **** to say about yoru game? What's the problem? Now, I'm not blaming anyone, I'm simply tryng to inquire some details about your methods into developing games, and whether there'd be something to improve. No doubt I'm going to get a generic response of "yes, we're constantly improving our methods and processes in all areas", but what I'm really interested in is the actual schizms between the programmers and the designers, since that's what I think is the main reason for this outcome. Anyway, while any perspectives are welcome, obviously I'd rather take on some pov's from the crew.
  2. Eurogamer has just published an article-style interview with Chris Avellone based on a Q&A with him they had at Rezzed. A few quotable snippets on Aliens: Crucible, given many here still mourn the project's cancellation: Also deals with Dwarves, Project North Carolina, the future of the company, publishers' interest in old-school RPGs and all the usual Avellonian stuff.
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