Triple - A Foxy Lad 238 Posted December 25, 2018 Share Posted December 25, 2018 hi there. thought this would be fun for people at a loose end over christmas. dont think its been posted here yet. alex scokels written a hefty tumblr post on how companion interjections are implemented. its interesting stuff. i think my brain would short circuit keeping on top of all asepcts of game design. reckon ill stick to scribbling prose as a hobby. 4 Quote I AM A RENISANCE MAN Link to post Share on other sites
Wormerine 4,346 Posted December 25, 2018 Share Posted December 25, 2018 Cool stuff. That's probably why I am so conflicted about the way Deadfire did companions. I do miss coherent, directed character arcs a simpler system and structure provides, but some of those interjections are pretty great.The "companion" problem might be more of a overall narrative structure issue then per say how companions were handled. I also like Deadfire more and more... Regarding to the "resolution" at the end of the post one bit from Deadfire really stuck with me as awesome: After doing a quest for shipright in Queen's Berth he offers to sell you four cannons at a discount. However, if you have Maia with you she makes a comment the shipright doesn't appreciate and raises the price significantly. Cool stuff. 1 Quote Link to post Share on other sites
Triple - A Foxy Lad 238 Posted December 25, 2018 Author Share Posted December 25, 2018 Im now thinking if ur a narrative designer and a sociopath u could really mess with a colleague by subjecting them to five million requests for interjections. Quote I AM A RENISANCE MAN Link to post Share on other sites
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