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Editorial Josh Sawyer on CRPG Design

Mistress

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Tags: J.E. Sawyer

<b>Josh Sawyer</b> of <a href="http://www.blackisle.com">Black Isle Studios</a> has given us the next <a href="http://www.rpgcodex.com/content.php?id=24">installment</a> in our series of developer articles on CRPG design and development.
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<blockquote>"A lot of users can't adequately describe why they like certain games -- or even why they like certain features of games. While it's certainly true that developers can listen too much to users, there's a frightening tendency for developers to respond to this deluge of opinion by simply ignoring the users. I think that the best thing to do is to listen to the users, but really examine the source of their praise and their criticism. Beyond that, it is very important to notice patterns and look at what goes unmentioned. Of course, user opinions on message boards shouldn't serve as a democratic republic for approving game design choices; quite frequently, the majority can have really bad ideas. Hear what people have to say, but do what you believe to be best after all is heard and honestly considered."</blockquote>
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Thanks Josh!
 

Saint_Proverbius

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That's a simple answer. We didn't let him retire! ROAR!

He's basically retired from being visible on the internet from places other than the IPLY/BIS forum, really. He's gone stealthy.
 

Spazmo

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That's quite an interesting article. I feel sorry for the designer who tries to implement something like that, though.
 

Section8

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I feel sorry for the designer who tries to implement something like that, though.

Don't. Most of us prefer a challenge that results in a good game to going through the motions of developing a shovelware title.
 

Jed

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Saint_Proverbius said:
He's gone stealthy.

Is that a viable path through this game? I thought JE was the guy who said Fallout 3 didn't need to accomodate a diplomat character through the endgame...

J
 

Saint_Proverbius

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XJEDX said:
Is that a viable path through this game? I thought JE was the guy who said Fallout 3 didn't need to accomodate a diplomat character through the endgame...

Nah, that was Feargus. He said it didn't make sense to make sure you could make it through the game without combat since the majority of people would end up doing the combat thing anyway.

Of course, that's not really the point of being able to make it through the game totally without killing, is it? The point would be that it gives options to the player. Maybe I just don't want to kill someone one time through, but maybe I will kill them the next time through. If those kind of options are present through the entire game, then you have a game where the player is free to make the choice as to what his/her character is like and what that character would do.
 

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