Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,035
I said nothing about 22 months so why make sensational statements?Anyway, 22 months still isn't enough for ol' VD. That's action-RPG development time!
I said nothing about 22 months so why make sensational statements?Anyway, 22 months still isn't enough for ol' VD. That's action-RPG development time!
I said nothing about 22 months so why make sensational statements?Anyway, 22 months still isn't enough for ol' VD. That's action-RPG development time!
I said nothing about 22 months so why make sensational statements?Anyway, 22 months still isn't enough for ol' VD. That's action-RPG development time!
Because you said three years.
Three years to make a quality, full-scale RPG. I can't say for sure what exactly Obsidian is aiming it, but I doubt that it's a full-scale RPG. BG exploration, IWD combat, PST depth, iirc. Obsidian tends to play it safe (see that Backspace game's details - Mass Effect meets Borderlands! or the PE pitch) and doesn't have Troika's almost religious zeal (can't blame them either), so what would you do if you had a limited budget, limited time (because you have a limited budget), and a game aimed at the IE games' fans?
I would make Icewind Dale Expanded - a combat-centric game with more exploration and more text/dialogues. Take ToEE, for example. It was a combat game, yet there was a truckload of dialogues, non-linearity, choices and consequences, double- and triple-crossing, etc. Then 22-25 months might be enough to make a quality game.
Ever seen me praising BG or BG2 as quality RPGs?
If BG2 isn't a "full-scale RPG" for you (quality aside, that shit is subjective), then PE surely won't be a full RPG. Ziets said that BG2 combat/dialogue/exploration ratio is what they are aiming for, and even in kickstarter the pitch was basicaly BG2 with Torment's story and writting and IWD dungeons.Ever seen me praising BG or BG2 as quality RPGs?
There is nothing full-scale about combat-heavy, linear as fuck RPGs with simplistic combat-driven quests: go there and kill some things, now go over there and kill more things. Your ability to influence things is non-existent.Ever seen me praising BG or BG2 as quality RPGs?
Not really, but I wasn't aware you don't consider them "full-scale" either. But I suppose I shouldn't be surprised.
I'm pretty sure they said that it won't be the focus of the game.I ought to ask Josh Sawyer just how C&C-centric PE is planned to be.
There is nothing full-scale about combat-heavy, linear as fuck RPGs with simplistic combat-driven quests: go there and kill some things, now go over there and kill more things. Your ability to influence things is non-existent.
I'm pretty sure they said that it won't be the focus of the game.
You're confusing quality with quantity.There is nothing full-scale about combat-heavy, linear as fuck RPGs with simplistic combat-driven quests: go there and kill some things, now go over there and kill more things. Your ability to influence things is non-existent.
Yeah, yeah. In VD-land a tiny RPG like Fallout is "full-scale", while huge-ass 200 hour BG2 isn't.
I can't find the quote now as it would require going through all the interviews, but here is what they said during the KS:I'm pretty sure they said that it won't be the focus of the game.
I don't believe so.
Oblivion and Skyrim must be full-scale RPGs then. Hundreds of hours of content!You're confusing quality with quantity.There is nothing full-scale about combat-heavy, linear as fuck RPGs with simplistic combat-driven quests: go there and kill some things, now go over there and kill more things. Your ability to influence things is non-existent.
Yeah, yeah. In VD-land a tiny RPG like Fallout is "full-scale", while huge-ass 200 hour BG2 isn't.
"Full scale" is a quantitative term.
PST had factions too, yet it was delightfully linear with minor choices here and there."Factions" and "compelling dilemmas" read to me C&C.
I can't find the quote now as it would require going through all the interviews, but here is what they said during the KS:I'm pretty sure they said that it won't be the focus of the game.
I don't believe so.
"Project Eternity's team is focusing on three core ideas that will capture the Infinity Engine experiences players loved so much:
This makes sense. Charming visuals, tactical combat, good story with good writing. Achievable goals. Branching plot and C&C would simply require too much time and may or may not be appreciated (if most people would play it only once).
- Unique, beautiful, dynamic environments that encourage and reward exploration.
- A story that is both personal and far-reaching, with believable characters and factions that create compelling dilemmas for players.
- Fun and challenging tactical combat that can escalate in difficulty through the use of optional game modes."
Oblivion and Skyrim must be full-scale RPGs then. Hundreds of hours of content!
You're confusing quality with quantity.There is nothing full-scale about combat-heavy, linear as fuck RPGs with simplistic combat-driven quests: go there and kill some things, now go over there and kill more things. Your ability to influence things is non-existent.
Yeah, yeah. In VD-land a tiny RPG like Fallout is "full-scale", while huge-ass 200 hour BG2 isn't.
I'm confident they won't look at PS:T for inspiration on factions. More likely they will borrow from New Vegas.PST had factions too, yet it was delightfully linear with minor choices here and there."Factions" and "compelling dilemmas" read to me C&C.
He seems to want something Arcanum-like. In that case i don't think PE or even W2 will be what he excpects.I'm pretty sure they said that it won't be the focus of the game.
I don't believe so.
Yes, 'we're focusing on 3 core areas' means 'we're focusing on 3 core areas, but we're actually focusing on 4'I can't find the quote now as it would require going through all the interviews, but here is what they said during the KS:I'm pretty sure they said that it won't be the focus of the game.
I don't believe so.
"Project Eternity's team is focusing on three core ideas that will capture the Infinity Engine experiences players loved so much:
This makes sense. Charming visuals, tactical combat, good story with good writing. Achievable goals. Branching plot and C&C would simply require too much time and may or may not be appreciated (if most people would play it only once).
- Unique, beautiful, dynamic environments that encourage and reward exploration.
- A story that is both personal and far-reaching, with believable characters and factions that create compelling dilemmas for players.
- Fun and challenging tactical combat that can escalate in difficulty through the use of optional game modes."
That's what the focus of the game is, but they didn't say C&C wouldn't also be a (perhaps smaller) focus.
What does 'some' mean? NWN2 and DS3 had *some* C&C, but nobody's praising it.For Obsidian, a quality story inherently involves some degree of C&C.
Quite an endorsement. Buy Skyrim - it's not as bad as Oblivion!The first one is really bad, the second one less so.
MotB was better on that department. Sure, it wasn't Fallout, but Obsidian never went down that road. Different style of game.What does 'some' mean? NWN2 had *some* C&C, but nobody's praising it.
Troika did. See how well it served them. IT's not a matter of if devs learned from it. If the market won't support it...Also, I would like to emphasize how *unfair* it is to directly compare Fallout with MoTB. Fallout is way older game. Which means that developers of new games learned nothing from its strengths or weaknesses.