thnxthat's quite a philosophical rumination, TheSentinel . In a way, and excuse me for perhaps acting out of turn here... you're saying that PoE is intrinsically tied to the atavistic yolk that we commonly refer to as our soul, our spirit, our essence, our grace.
It is neither an observation of entropy but neither is PoE able to be said to be existing either... I also find very interesting how you posit int he beginning of your impactful conclusion here how you also believe PoE is not only "more than a game", but rather so far beyond such matters that it is (as most of us Codexers long suspected) an almost Taoist non-message of the nature that governs the lack of all nature.
It was made, as you say, with shockingly graceful ambitions that are simultaenously driven into immutability because, as you rightfully point out: in PoE's creation we can now be sure that the grace of enlightenment guided those developers hands and swayed the blades of grass within their heart of hearts into bending, but never breaking.
After all, if it the great Lao Tzu said that without stillness there can be no motion, then we can also say:
"Without PoE, there is no being".
Lovely post TheSentinel, very thoughtful. The way you lay out the simple fact that PoE's creation is far above the trivialities of morality, goodness, badness, and that it is there only when we observe but it is also there when we do not... You truly have a way with words my friend.
To this day I wonder why I can never create a wizard who looks the image of the character the word wizard evokes.
negroes
But then again, what is the reason? :/
But then again, what is the reason? :/
You have to pitch ideas to executives who only see dollar signs.
you make it sound like run-of-the-mill fantasy settings are grounded in houndreds of hours spent on researching medieval times. i even highly doubt that the average game developer ever takes an actual history book in hand.Most game developers I know (myself included) have a much better grasp on Eurocentric concepts than just about anything else. It isn't even close, really. Asking them to spend hundreds of hours researching Aztec and conquistador culture/civilization is probably a hard sell.
I always thought it would be really cool to make a game based on an alternate reality of the sieging of Tenochtitlán by Cortés (one where the Aztecs didn't just invite him in) that is heavy on Aztec mysticism. While I think this is a cool idea it would probably be very difficult to accomplish.
Most game developers I know (myself included) have a much better grasp on Eurocentric concepts than just about anything else. It isn't even close, really. Asking them to spend hundreds of hours researching Aztec and conquistador culture/civilization is probably a hard sell. I don't think there is a point to just slapping Aztec names and architecture on a game that is built strictly on an American/European viewpoint. Might as well just create a fantasy setting at that point.
Another problem is getting the player to buy into the amount of work they're going to have to put into learning the setting. Introducing these concepts in a way that doesn't turn off or bore the player would be tough. That's one of the reasons Obsidian pays me money, but it adds a major complication to a complicated process. It would probably be a fun challenge, though.
I think it's probably viable, but only on a much larger project. One that has the budget buffer to account for all of the issues that are likely to surface. Also, probably viable on a small project with a long burn. Where the team can take it's time learning how to construct the setting properly. I would never try to do it for a smallish project with an 18 - 24 month dev cycle. You are asking to fail, imo.
Damn... now I am kind of psyched up about doing a project in that setting...
Anyway, for a belated "real" response to what we're doing with rogues, we're emphasizing their mobility/invisibility tricks much more. Instead of choosing between Crippling and Blinding Strike at 1st level, rogues pick between Crippling Strike and Escape. Escape grants a large (but brief) Deflection boost after activation and upgrades into other abilities that turn the rogue invisible (Shadowing Beyond), allow the next attack to paralyze (Shadow Step), and other goodies. Backstab is much more potent and can be triggered in combat from invisibility. A high level rogue can repeatedly Escape around the battlefield, gaining brief spikes of huge Deflection while turning invisible and/or gaining the Swift (+5 Dex) inspiration.
All of the offensive abilities are still present, as are abilities like Coordinated Positioning and Smoke Cloud, but I think the emphasis on hopping around and cloaking is the biggest change.
Can someone ask this question for me on Sawyers Tumblr since I already asked it in a different manner a while ago:
"I Divinity Original Sin 2, all companions have a suggested class, but creative players can modify and respec the companions in any way they see fit. Will Pillars of Eternity 2 feature a similar system so players playing on Path of the Damned aren't shoe-horned into either accepting sub-optimal builds or foregoing companion content, such as dialogue?"
Can someone ask this question for me on Sawyers Tumblr since I already asked it in a different manner a while ago:
"I Divinity Original Sin 2, all companions have a suggested class, but creative players can modify and respec the companions in any way they see fit. Will Pillars of Eternity 2 feature a similar system so players playing on Path of the Damned aren't shoe-horned into either accepting sub-optimal builds or foregoing companion content, such as dialogue?"
Multiclassing already does that, except at level one.
He's already said companions need to have at least one level in a particular class - although some companions allow you to choose which one, eg Eder can start out as a fighter OR a rogue.
I know this will be his response, I want to have the discussion with him. Sure, that's how he feels, but what's the issue with giving the choice to the player? They're already functionally doing it with hirelings - except then you have to waive narrative content.Even before him seeing that question I know the answer, and that answer is no. The companions' stats are such as to reflect their narrative abilities, Durance is a semi-cripple, so his DEX is 9, etc. I doubt he'll allow a change of class as well.
You can always use a cheatengine to change whatever you desire if you really want to.