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Interview Tyranny Interview at GameBanshee

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Brian Heins; Obsidian Entertainment; Tyranny

Shortly after posting about the interview with the Tyranny writing team yesterday, I discovered that GameBanshee had posted their own interview with game director Brian Heins. It's pretty good, four pages long and with many questions about the game's more interesting and/or controversial aspects (although Brian's answers aren't always very satisfying). So to wrap up this weekend of Torment and Tyranny, I've decided to give it its own newspost. Here's a small excerpt:

GB: Tyranny is set in the transitional era between the bronze and the iron age of its fictional setting. How much will the setting be influenced by that period of our own planet's history, and how much will the presence of powerful magical forces and fantastical creatures make it diverge? How will that influence the plotlines and mechanics of the game?

Brian: Tyranny is a fantasy RPG rather than an historical RPG, so it’s influenced by this period in our history but doesn’t try to emulate it. I decided to set the game at this transition point for a couple of reasons.

First, it creates a plausible reason to explain why Kyros was able to conquer. Creating bronze weapons and armor was expensive. Often you had to trade with neighbors to get the metals needed to alloy bronze. It took skilled smiths to reliably mix the metals in the proper ratio to create bronze hard enough to serve as weapons and armor. Both of these meant that most nations could only afford to outfit a small number of soldiers with bronze weapons or armor.

Iron weapons had the advantage of only needing a single source of metal to create. Once people figured out how to smelt iron ore, it became much cheaper to outfit a larger number of soldiers. Early iron weapons weren’t better than bronze – they were often heavy and brittle. A bronze sword might bend or grow dull in combat, but it wouldn’t shatter. However, when you can outfit ten soldiers in iron for the cost of one soldier in bronze, you’re able to bring a much larger force to the field.

This was one of the things that allowed Kyros to conquer. The Overlord controls the secret of smelting iron ore, so has access to a cheaper source of weapons and armor, and can outfit a much larger army than any other nation that tried to resist.

Secondly, Bronze Age warfare was more up-close and brutal. There weren’t guns or firearms that allowed you to kill enemies from a distance. You fought at sword or spear-length, or hurled javelins from a shorter distance. For a world where evil won, I wanted to capture some of that feel in our combat.

GB: Will Tyranny feature random encounters with enemies, or will most combat encounters be deliberately placed within the game? Random or not, will enemies be static in regard to their level/power or have you incorporated level scaling into the game?

Brian: Combat will occur with placed enemies, as with Pillars of Eternity. Some combats can be avoided or modified through dialogue options, but we don’t have any random encounter systems in place. We had ideas for systems along those lines during development, but ended up cutting them when we didn’t have the time to bring them to an acceptable level of polish.

There is level scaling in the game. Tyranny has a more open, branching structure than Pillars of Eternity did, which means that there are many different ways for players to travel through the world. The same area needs to support players arriving at level 5 or level 10, and provide them with interesting and engaging combat when they do so.

Enemies will scale within a level range, and their level becomes fixed when they are revealed by fog of war. So if you see an enemy and they are level 5, then leave the area, gain several levels and come back, they won’t suddenly increase in level. They’ll still be at level 5. On a different playthrough, if you went to that same area for the first time at level 8, the enemies would be a higher level.

The goal with this scaling is to keep combat interesting and not something you can just ignore on difficulty settings beyond Story mode. So far from our playtests its working out very well.
Of note is that this interview confirms for the first time that Obsidian have upgraded to Unity 5 for Tyranny. Hopefully that will help with the loading times.
 

a mod

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Brian: Tyranny is a fantasy RPG rather than an historical RPG, so it’s influenced by this period in our history but doesn’t try to emulate it. I decided to set the game at this transition point for a couple of reasons.

First, it creates a plausible reason to explain why Kyros was able to conquer. Creating bronze weapons and armor was expensive. Often you had to trade with neighbors to get the metals needed to alloy bronze. It took skilled smiths to reliably mix the metals in the proper ratio to create bronze hard enough to serve as weapons and armor. Both of these meant that most nations could only afford to outfit a small number of soldiers with bronze weapons or armor.

Iron weapons had the advantage of only needing a single source of metal to create. Once people figured out how to smelt iron ore, it became much cheaper to outfit a larger number of soldiers. Early iron weapons weren’t better than bronze – they were often heavy and brittle. A bronze sword might bend or grow dull in combat, but it wouldn’t shatter. However, when you can outfit ten soldiers in iron for the cost of one soldier in bronze, you’re able to bring a much larger force to the field.

This was one of the things that allowed Kyros to conquer. The Overlord controls the secret of smelting iron ore, so has access to a cheaper source of weapons and armor, and can outfit a much larger army than any other nation that tried to resist.

Secondly, Bronze Age warfare was more up-close and brutal. There weren’t guns or firearms that allowed you to kill enemies from a distance. You fought at sword or spear-length, or hurled javelins from a shorter distance. For a world where evil won, I wanted to capture some of that feel in our combat.

Oh good so it's when evil white people killed off noble civilized society then, basically the retarded feminist propaganda kurgan hypothesis made into a game :lol:
 

Fairfax

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Jun 17, 2015
Messages
3,518
GameBanshee, huh? And it's a pretty long interview. Why didn't the Codex get one?
I think Obsidian likes them more, they also got better content in PoE. :M
 
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Inside your mind
Tags: Brian Heins; Obsidian Entertainment; Tyranny

Shortly after posting about the interview with the Tyranny writing team yesterday, I discovered that GameBanshee had posted their own interview with game director Brian Heins. It's pretty good, four pages long and with many questions about the game's more interesting and/or controversial aspects (although Brian's answers aren't always very satisfying). So to wrap up this weekend of Torment and Tyranny, I've decided to give it its own newspost. Here's a small excerpt:

GB: Tyranny is set in the transitional era between the bronze and the iron age of its fictional setting. How much will the setting be influenced by that period of our own planet's history, and how much will the presence of powerful magical forces and fantastical creatures make it diverge? How will that influence the plotlines and mechanics of the game?

Brian: Tyranny is a fantasy RPG rather than an historical RPG, so it’s influenced by this period in our history but doesn’t try to emulate it. I decided to set the game at this transition point for a couple of reasons.

First, it creates a plausible reason to explain why Kyros was able to conquer. Creating bronze weapons and armor was expensive. Often you had to trade with neighbors to get the metals needed to alloy bronze. It took skilled smiths to reliably mix the metals in the proper ratio to create bronze hard enough to serve as weapons and armor. Both of these meant that most nations could only afford to outfit a small number of soldiers with bronze weapons or armor.

Iron weapons had the advantage of only needing a single source of metal to create. Once people figured out how to smelt iron ore, it became much cheaper to outfit a larger number of soldiers. Early iron weapons weren’t better than bronze – they were often heavy and brittle. A bronze sword might bend or grow dull in combat, but it wouldn’t shatter. However, when you can outfit ten soldiers in iron for the cost of one soldier in bronze, you’re able to bring a much larger force to the field.

This was one of the things that allowed Kyros to conquer. The Overlord controls the secret of smelting iron ore, so has access to a cheaper source of weapons and armor, and can outfit a much larger army than any other nation that tried to resist.

Secondly, Bronze Age warfare was more up-close and brutal. There weren’t guns or firearms that allowed you to kill enemies from a distance. You fought at sword or spear-length, or hurled javelins from a shorter distance. For a world where evil won, I wanted to capture some of that feel in our combat.

GB: Will Tyranny feature random encounters with enemies, or will most combat encounters be deliberately placed within the game? Random or not, will enemies be static in regard to their level/power or have you incorporated level scaling into the game?

Brian: Combat will occur with placed enemies, as with Pillars of Eternity. Some combats can be avoided or modified through dialogue options, but we don’t have any random encounter systems in place. We had ideas for systems along those lines during development, but ended up cutting them when we didn’t have the time to bring them to an acceptable level of polish.

There is level scaling in the game. Tyranny has a more open, branching structure than Pillars of Eternity did, which means that there are many different ways for players to travel through the world. The same area needs to support players arriving at level 5 or level 10, and provide them with interesting and engaging combat when they do so.

Enemies will scale within a level range, and their level becomes fixed when they are revealed by fog of war. So if you see an enemy and they are level 5, then leave the area, gain several levels and come back, they won’t suddenly increase in level. They’ll still be at level 5. On a different playthrough, if you went to that same area for the first time at level 8, the enemies would be a higher level.

The goal with this scaling is to keep combat interesting and not something you can just ignore on difficulty settings beyond Story mode. So far from our playtests its working out very well.
Of note is that this interview confirms for the first time that Obsidian have upgraded to Unity 5 for Tyranny. Hopefully that will help with the loading times.

Finally, a worthy interview!
 

Grauken

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The implementation of their level-scaling sounds to me like one could easily meta-game the game's difficulty by visiting various areas early on
 

Spectacle

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The implementation of their level-scaling sounds to me like one could easily meta-game the game's difficulty by visiting various areas early on
Enemies only scale when they are revealed, so that depends on how the Fog of War works. If you can get an overview of an area you can pre-scale the enemies, but if you can only detect enemies in a small radius around you, then you'll probably have to fight your way through a level to reveal all enemies.

Too bad they couldn't think of a leveling system that doesn't require enemies to scale to remain challenging. I guess it's not an "arr-pee-gee" to the masses if they don't see those numbers increasing.
 

Grauken

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yeah, level-scaling in pretty much any incarnation is one of the big 3 evils of modern RPGs
 

Roguey

Codex Staff
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The implementation of their level-scaling sounds to me like one could easily meta-game the game's difficulty by visiting various areas early on

The same is true for Dragon Age: Origins and Skyrim but it doesn't seem like most people do that kind of thing.
 

Sannom

Augur
Joined
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Messages
947
The level scaling system sounds ridiculous, and highly exploitable.
Exploiting it doesn't feel worth it, especially when the game is supposed to be rather short. You would have to go to every available area and discover every enemy at low level before going back to the weaker ones and going up from there... like you would have done "normally".
 

Zanzoken

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Of course there has to be level scaling! I mean let's say I want to cross a difficult area and the enemies there are too hard for me to kill. What am I supposed to then?

Go train my party to fight better so I can return and kill them later?
Use my thieving skills to search for a secret passage?
Find rare ingredients and craft a potion of invisibility?

Nope. I don't need boring shit like character progression, solving puzzles, or planning and preparation. This is a fantasy RPG dammit, which means I want to hit a few buttons and see monsters die, then get sucked off by a transgendered Elf chick afterward.

I'm glad to see Obsidian drop these antiquated features and get with the times.
 

Sannom

Augur
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Messages
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Of course there has to be level scaling! I mean let's say I want to cross a difficult area and the enemies there are too hard for me to kill. What am I supposed to then?
Retreat and come back when you're stronger. The foes have a minimal level, they don't downscale, only upscale to a certain point.

Seriously, people here are shit at reading!
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I'm a bit skeptical that the game will have very disparate minimum levels for different areas like Dragon Age: Origins did, but we'll see.

then get sucked off by a transgendered Elf chick afterward.

Nah this is an Obsidian game so you don't get that either :cool:
 
Unwanted

Neyuzivit

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Can someone construct a generalized idea of tactically interesting 'combat' where the absence of friendly fire and the existence of aoe harm is not broken? (and there must be aoe dmg or else they would not state that ff is out)

Cause I dont see how anything but pilling up aoe effects on top of a tank is worth doing...
 
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Thought GameBanshee had reverted to Dead Power status due to loss of worshipers.

latest
 
Last edited:

Mark Richard

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That was a nice read. 2016 has been rather light on RPGs compared to the banquet of last year, so I’ll definitely be picking up Tyranny to sustain me.
 

Roguey

Codex Staff
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I'm glad to see Obsidian drop these antiquated features and get with the times.

Most Obsidian games have had level scaling since Knights of the Old Republic 2. In fact, that title makes them one of the first to use it.
 

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