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Found 8 results

  1. This is weird. I feel like I'm violating some unspoken taboo here, so seldom do we see anyone--in the community, in the media, in the industry--talk about western RPGs and their Japanese cousins in the same breath. Anyway, I'm excited for Deadfire, and I'd like to discuss some very special JRPGs that I think could provide interesting and valuable examples for the overall design of Obsidian's impending epic. I hope you'll indulge me on this journey. First, a quick refresher on Deadfire's premise: In Deadfire, we'll be captaining a ship and exploring the Deadfire archipelago. There will
  2. In POE the “resting system”mostly just for recharge the spells ... But it could be more fun and have more functions : 1.When team set up a camp fire we could have an option to progress a conversation with your teammates or skip it to rest , most random talking could happen in here this way we don‘t miss any of them by accident ,also can make the team interact with each other more often ,so we don't need to talk to them individually 2.when you do like the party-talking ,then you or teammates will gain some benefits e.g.: If you know what's their favorite food is ,you can let them eat that
  3. Good day all, new kid on the block, huge fan of CRPGs even though havent played that in retrospect. Really looking forward to this game My question, has probably been answered before, but I was wondering how much depth would in game party companions would have ie. personnality, romance, random opinions, hate talk, etc. This part was one of my favourites from BG2, I'd love how Minsc, Edwin or Viconia would just randomly spew hilarious stuff (especially Minsc). Thx!
  4. There doesn't seem to be much discussion on the elements that, in my opinion, are the most important in a role-playing game. The elements that gave the Infinity Engine games the quality that they are renowned for: Narrative, Setting, Depth, Immersion and Choice and Consequence. Here are the topics analyzed by a youtube personality called MrBtongue in a insightful, articulate and entertaining way: Narrative: TUN: The Shandification of Fallout Setting and Immersion: TUN: The Elder Scrolls VI - Youtubia Depth: Creepy, Obsessive Nerdlove: Planescape: Torment: Colons Choice and
  5. Update by Chris Avellone This week? Companions. I have been designing companions. I lucked out, because I got to do companion design work for BOTH Eternity and Torment, so two birds, one stone. Or three companions, one lodestone? I don’t know. Eternal Companion Facts Some facts from our Eternity design documents that I wanted to say up front before going any further: thanks to backer support, Eternity supports 8, yes 8, pre-made companions and 8 hired adventurers (16 total). You can have up to 5 in the party at any point in time (the 6th/1st role is your player character, who,
  6. Just musing over a point that I've noticed while playing PST recently. I've played a lot of IE games and installed various mods as well. Different writers use a different style to accomodate describing actions / other narrative as part of the dialogue. Some use (parentheses), some use *asterisks*, some use traditional "speech in quotes". Just wondering how you prefer it to be handled. Examples: You'll have to pay for that! (her eyes dart between your party members, trying to keep you all in sight) 1. Ok, we'll pay 2. (Attack her) 3. (Run away) You'll have to pay for that!
  7. While I nonetheless expect this to be somewhat controversial, I want to start this off by saying that I appreciate Infinity Engine games for what they are, and this thread is not about what Project Eternity should be. Rather, I ask what Project Eternity is, which is very related to what Infinity Engine games are, or even more broadly DnD-based cRPGs. The reason is that I have noticed an increasing overlap in the past several years between the "action/adventure" and "RPG" or "role-playing game" genres, and it got me thinking about what the difference between them actually is. The obvious re
  8. 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?
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