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Codex Interview: Josh Sawyer

InD_ImaginE

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As a veteran, how does game dev change over these years?

In spite of development tools, human and physical (e.g. money) resources being more readily available, many would say that new games created to emulate the better games of the 80s and 90s often failed to capture the magic. This is one of the factor that contributes to the declining crowdfunding as game dev funding platform. Why is that, in your opinion? And what can developers do in facing this challenge?

Right now Obsidian is considered an AA developers. Too small to do whatever you want kind of game, too big to have long development cycle with mediocre sales. This results is compromise of design where the game Obsidian create might not fully sit well with both the new, younger audience, and the older gamer. Moving forward where do you think Obsidian should go? How will Obsidian relationship with new publisher comes into the picture?
 

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If you oppose censorship why did you tell someone you'd say "I'll talk to our producers about it" when asked to censor something?

Did your "talk" to producers involve screaming at people, as you have previously said you regularly did in the workplace when you did not get your way?

Do you regret your choices of encouraging further organized harassment of developers by giving it a "victory", with the ringleader publicly stating he will return "twice as deadly" and still plans to commit genocide, now that the consequences are clear?
 
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Malpercio

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Hmmmm


1) If you could back in time, would you still pinch a second megatown for PoE kickstarter?
 

Roguey

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He has more hours playing FO4 than NV. Whoever says they play those games for research should be hanged.

I was going to post Tim Cain's Steam profile (I'm pretty sure he also played Fallout 4 more than New Vegas) but he made his Steam profile private. :x A coward like Todd Howard.
 

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One more question: "Which of these views do you feel closer to: that there should be as few encounters as possible which a party would overcome in the same way (dubbed "trash combat"), or that purposeful saturation of the gameplay with combat encounters, even if they lack originality and challenge, can be a welcome break for the player from dialogue, and balance out the game's general pacing?"
 

DavidBVal

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One more question: "Which of these views do you feel closer to: that there should be as few encounters as possible which a party would overcome in the same way (dubbed "trash combat"), or that purposeful saturation of the gameplay with combat encounters, even if they lack originality and challenge, can be a welcome break for the player from dialogue, and balance out the game's general pacing?"

The question is good but he'll just say "somewhere in the middle", wouldn't he.
 

Roguey

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Sawyer favors low amounts of trash combat, but there's a player expectation that RPGs have dozens of hours of content, so that time has to be filled up somehow.
 

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The question is good but he'll just say "somewhere in the middle", wouldn't he.
I'm hoping the interviewer won't let him get away like that... :)

Sawyer favors low amounts of trash combat, but there's a player expectation that RPGs have dozens of hours of content, so that time has to be filled up somehow.
I've heard him express such views, and I know that in general, both in videogames design and in DMing, he considers unique challenges to be the better approach, but this runs kind of counter to what they did in PoE. Yes, they did downscale encounters, I think when they were releasing TWM1 (August 2015), so he would probably mention that, but I'm curious what lessons were learned in that regard from PoE that will be applied to PoE2. He will probably also mention the fact that ultimately it comes down to the amount of development time they've got versus the amount of encounters they have to design. TWM features the best designed combat in the game, IMO (and I strongly advise you to play the expansion), so for me that's where the bar is set right now, what would he say to that?
 

a mod

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AwesomeButton

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Please ask if they are planning to experiment with changes to the min/max zoom levels or the camera perspective, to move the view point higher instead of viewing the scene more from the side (i.e., more similar to the IE games). I'm pretty sure they aren't doing it but anyway.
 

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Yes, they did downscale encounters, I think when they were releasing TWM1 (August 2015), so he would probably mention that, but I'm curious what lessons were learned in that regard from PoE that will be applied to PoE2.
Was this a more general change to the game or something that was only applied to Od Nua? I might replay PoE to check how things have changed so I'd like to know.
 

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Yes, they did downscale encounters, I think when they were releasing TWM1 (August 2015), so he would probably mention that, but I'm curious what lessons were learned in that regard from PoE that will be applied to PoE2.
Was this a more general change to the game or something that was only applied to Od Nua? I might replay PoE to check how things have changed so I'd like to know.

There are rumors that the changes were applied more widely than the patch notes said, but I don't think anybody has done a comprehensive comparison.
 

AwesomeButton

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Yes, they did downscale encounters, I think when they were releasing TWM1 (August 2015), so he would probably mention that, but I'm curious what lessons were learned in that regard from PoE that will be applied to PoE2.
Was this a more general change to the game or something that was only applied to Od Nua? I might replay PoE to check how things have changed so I'd like to know.
Some interview with Josh was mentioning they reduced encounters in the woods around gilded vale as well, and in the vicinity of twin elms, but I can't really give you a quote.

I'm pretty sure about the twin elms encounters, because my gf who finished the game before me was surprised when I got to the same areas playing on PoTD and there were missing encounters which she had seen when playing on Normal.
 

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