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What in the actual fuck?3 years (Pentiment): 9 months in pre-production and ~27 months in development.
What in the actual fuck?3 years (Pentiment): 9 months in pre-production and ~27 months in development.
The pandemic didn't last that much, and even if they play the "smarr company prease understand" card, it's still what amounts to a very short indie game. The only way this makes sense is if the game got scrapped and redone several times over during development, which wouldn't surprise me, but it still amazes me how much more inefficient developers are getting at making games.Very small development team working from home during the pandemic?
That was probably something they did on their spare time, so to speak.
What I meant is that Josh probably used some dead time to gather some Obsidian employees to work in his game while others were being developed.That was probably something they did on their spare time, so to speak.
I don't believe that for a second. They were paid their salaries just like they always are. They aren't working at some small independent company living on subsistence wages until release and only then paid commensurately with the success of the title.
He's a complete fag on twitter but I still like his games, weird oneJosh lost all credibility as game designer, seems fully devoted to whoring on twitter for some peanuts of attention (from his 7 fans)
First post in the thread https://twitter.com/jesawyer/status/1691924424990273693 "if designers do not like save scumming (not a given), they should design their mechanics to not incentivize save scumming."Why not just keep quick save as it is, and let the player make the decision.
Because players make decisions that go against their best interest and need to be protected from themselvesWhy not just keep quick save as it is, and let the player make the decision.