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ctn2003

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Well it is kind of connected because it started by claiming PoE should be more like modern writing where I was trying explain most of BG1 writing was good enough for this kind of game.

Well, made another post "How PoE writting should be" and I'll be glad to participate in the debate.

Let's not bash each other on the only positive topic this damn forum got.

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Let's not bash each other on the only positive topic this damn forum got.

Hey now... there are like 2 and 1/2 others. :)

 

But I agree... let's not bash. And let's get back on-topic.

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Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u

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I actually haven't played the beta, just watched a ton of videos and been reading about it like crazy. I'm looking forward to it a lot. A whole lot. I went crazy with excitement when I saw the Kickstarter, put my money in as soon as I could, and have been devouring everything I could about it since.

Obsidian makes flawed gems, with problems almost always directly traceable to the publisher. I've enjoyed every one of their games, and wished desperately for one without such glaring problems. This is the chance to do that. This could be the game that finally breaks them through to big time AAA publishing. If they can manage to bring in all of the things have made their past games great and leave behind almost all of the bug and flaw issues because they can take all the time they need to iron it out, this game could be totally and mindbogglingly fantastic. If things go just right for them, ten years from now they could end up where Blizzard was after WC:III.

Combine that with the modern-update to my all-time favorite RPG style, and I couldn't *not* be excited.

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This game has nothing to do with AAA market Katarack. You don't even want them to become AAA. Today that means action combat and camera much closer to player character. Both DAI and TW3 will have this. And then ME3 and Skyrim are also nothing like PoE.

 

And Blizzard didn't really start making better games with their rise. Except for Starcraft 2 (and maybe WoW), they have focused themselves into making half casual games.

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AAA isn't a measure of how you make games, what kind of games you make, etc. It's just a measure of wealth, influence, and the over all size of the company in the industry, and I *DO* want them to become powerful and influential. The hope is that by being wildly successful and influential, they can influence the industry into another direction--the direction they follow themselves, with narration and character and all that good stuff.

Edited by Katarack21
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AAA isn't a measure of how you make games, what kind of games you make, etc. It's just a measure of wealth, influence, and the over all size of the company in the industry, and I *DO* want them to become powerful and influential. The hope is that by being wildly successful and influential, they can influence the industry into another direction--the direction they follow themselves, with narration and character and all that good stuff.

You don't understand it then I see.

Yes, it is the amount of money you can put into a game but the purpose is to get a sizable profit on it. For that you needs sales in millions of units which ask that your game is of a type that more than one group of gamers will want to buy. And that is why Blizzard is making half casual games now, because they can earn back their investment. At the same time, these are the games I don't care about.

Edited by archangel979
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AAA isn't a measure of how you make games, what kind of games you make, etc. It's just a measure of wealth, influence, and the over all size of the company in the industry, and I *DO* want them to become powerful and influential. The hope is that by being wildly successful and influential, they can influence the industry into another direction--the direction they follow themselves, with narration and character and all that good stuff.

You don't understand it then I see.

Yes, it is the amount of money you can put into a game but the purpose is to get a sizable profit on it. For that you needs sales in millions of units which ask that your game is of a type that more than one group of gamers will want to buy. And that is why Blizzard is making half casual games now, because they can earn back their investment. At the same time, these are the games I don't care about.

 

I agree with you. I am simply saying that the statement "such-and-such is a AAA company" doesn't actually indicate the games the company makes but is simply a casual measurement of the companies wealth and size. The types of games being made are a product of the business-oriented culture of these large companies. If Obsidian becomes extremely wealthy on the backs of sales of PoE, it's expansion and it's sequel, then PoE can begin to influence the culture of *other* AAA companies besides itself (after becoming a AAA company). If this company, and this game, can prove the success of these types of games (focused and specialized niche games made with small budgets with targeted appeal) as a business model, then those companies will start to produce more games influenced by this one and those companies cultures will start to be influenced by Obsidian. That would be good for all of us.

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Seeing the few sidequests alone is enough to excite me. Wonderfully written, surprisingly mundane and realistic. You can imagine all the NPCs going about their daily life with crops and worries thaf come with a farmer's life. At the same time pretty much all of the quests we saw had entertaining plot twists and even rather simple "fetch dragon egg" quest has a couple surprises for you. And it doesn't feel forced, but rather natural. Life is complicated and **** happens sometimes.

 

Adding the high variety of ways to deal with difficult situations is a joy. In conversations you can react in so many ways, even in the simplest quests. It's absolutely mind-blowing.

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I am finding the BB a real teaser.   Half of me wants the actual game ASAP and half of me wants the devs to take their time and get it right.  Fix the bugs of course and balance the combat.   The insects are difficult and the humanoids pretty tame in my opinion.  The bandits are pretty good though.

 I have but one enemy: myself  - Drow saying


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Adding the high variety of ways to deal with difficult situations is a joy. In conversations you can react in so many ways, even in the simplest quests. It's absolutely mind-blowing.

Yup, new standards in crpgs roleplaywise. The genre is pushed forward ;)

Edited by Sedrefilos
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You are trying so hard to appear like you know what you are talking about and still failing so hard. Please stop, it is not working. You are just embarrassing yourself.

And you are....! *shrug* what I'm trying to say is that your post isn't rebutting anything, but rather simply tries to take a stance and gain authority/power in the debate/discussion by nonchalantly neglecting whatever he was saying. You don't address anything he is saying in his post. A.k.a. s.h.i.t-posting.

 

I think the point Quetzalcoatl is saying is that MANY if not ALL quests in Baldur's Gate are fetch quests. The dialogue, narrative can be everything from mediocre to good, to fun, such as the saving Dynaheir quest with Minsc (for instance).

Without looking through some walkthrough and just at the top of my head I'll name some quests that are not play fetch:

 

-Saving the woman's boy at the Lighthouse

-Saving the Mage woman from the crazed male Mage in the carnival

-The Mage and the Ogre at the Carnival (not sure it's a quest though)

-Silke hiring you to protect her from the thugs

-Help a female Paladin deal with some gibberings

-Kill the half-ogres on behalf of the Paladin in Jovial Juggler

-Returning to flesh the stone adventurer

-Escort the injured man in the temple to receive treatment

-The Mad Guard Commander in Nashkel

-The artist that stole the emeralds in Nashkel

-Bring news of her husband to the woman in Beregost

-Beregost, the commoner that blames you for his son's death (not sure it counts as a quest though)

-Cloakwood, the young man whose brother went and fought the spiders

-The fishermen and the Pristess

-The thief that has been cursed by the reverant for stealing his tomb

-a boy asks you to bring his lost dog home, but I think you'll count this as fetch quest :p

-the apprentice that has been turned into a chicken !

-helping the excavation of a lost civilization

-Oh! Bassilus the evil cleric

-the Druids and the Hunters

-the Miners of Cloakwood

-the Ghosts of Firewine

.

.

.

.

Do you want me to try and remember more ? I only stopped listing b/c I got bored. And I didn't even touch the city of Baldur's Gate that has many memorable NON-FETCH quests.

 

Don't compare BGI&II quests with any rpg of recent years.

Edited by constantine
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Matilda is a Natlan woman born and raised in Old Vailia. She managed to earn status as a mercenary for being a professional who gets the job done, more so when the job involves putting her excellent fighting abilities to good use.

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^ I don't think anyone claimed that BG/BG2 were made up entirely of fetch quests. Someone just went all "Yeah, fetch quests are dumb, not like quests in the old IE games, u_u...", and someone else pointed out that they had their fair share of simplistic quests. That's all.

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Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u

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Fetch quests are a staple of quest based games. I don't mind them as long as they with the story. I think The Witcher did a good job with them- you were picking stuff up for folks that asked for them as you went along anyway. Kind of like "Oh, I was in the area and picked these up for you. Give me money now" and everyone is happy.

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Fetch quests are a staple of quest based games. I don't mind them as long as they with the story. I think The Witcher did a good job with them- you were picking stuff up for folks that asked for them as you went along anyway. Kind of like "Oh, I was in the area and picked these up for you. Give me money now" and everyone is happy.

They are but only if they are made interesting. My point was that newer games don't make them interesting and even worse make them like in MMOs about hunting down X of Y.

 

In BG1, a fetch quest didn't really feel like one often, more like part of the world. BG2 barely had fetch quests, I cannot remember many of them.

Edited by archangel979
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@constantine: Maybe I should've clarified... most quests are "Return Quests" :p

- Quest Giver
- Go and Fetch the Objectives of [insert Quest]
- Return to Quest Giver

For instance:

- Talk to Medreth (Quest Giver)
- Kill Nyfre/Aid Nyfre (Fetch/Gain Info/Intel)
- Return to Medreth (Return)

Or...

- Talk to
- Do
- Return to

I was simply expressing the basic structure of most (if not all) quests (and not necessarily Baldur's Gate or Infinity Engine, most "Quest Structure" in any game is very simple, in its most basic form). Maybe my usage of "Fetch Quest" was wrong.

But what I wanted to express with this post is...

- Talk to (or even ignore)
- Do stuff
- Stuff happens
- Do more stuff
- Stuff
- Do
- Ignore
- Do this
- Then that
- Or maybe in the other way
- Then do
- Return
- Or don't return

Edited by Osvir
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I would also like to compliment the graphic artists, as the game looks gorgeous and detailed despite the models being low-poly and the textures not being overly hi-res. It means that both are very high quality by themselves :p

I wonder how the game would handle higher polys/resolution assets...

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Seeing the few sidequests alone is enough to excite me. Wonderfully written, surprisingly mundane and realistic. You can imagine all the NPCs going about their daily life with crops and worries thaf come with a farmer's life. At the same time pretty much all of the quests we saw had entertaining plot twists and even rather simple "fetch dragon egg" quest has a couple surprises for you. And it doesn't feel forced, but rather natural. Life is complicated and **** happens sometimes.

 

Adding the high variety of ways to deal with difficult situations is a joy. In conversations you can react in so many ways, even in the simplest quests. It's absolutely mind-blowing.

I have 50 hours 10 of them wher from just walking around in the city lol

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I would also like to compliment the graphic artists...

Id like to buy a beer for whoever made the rogue-disengage-thing (as of V1.0. Havent played since so maybe it changed.)

 

 

I'm almost a teetotaller otherwise I'd have thought of beers for sure :p

In-Development: Turn-Based cRPG, late backing OPEN!

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Fetch quests are a staple of quest based games. I don't mind them as long as they with the story. I think The Witcher did a good job with them- you were picking stuff up for folks that asked for them as you went along anyway. Kind of like "Oh, I was in the area and picked these up for you. Give me money now" and everyone is happy.

They are but only if they are made interesting. My point was that newer games don't make them interesting and even worse make them like in MMOs about hunting down X of Y.

 

In BG1, a fetch quest didn't really feel like one often, more like part of the world. BG2 barely had fetch quests, I cannot remember many of them.

 

Fair. I enjoyed the Dragon Egg fetch quest. I'd be good with it if they all had a bit more story to them like that.

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