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Josh Sawyer Q&A Thread

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,305
SEIKO PROSPEX is the character I ran when Underrail added Time Magic so I won't throw a stone this time.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,836
Peculiar question to ask given how New Vegas, PoE, and Deadfire do things. Pretty obvious which method he prefers.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
13,371
Location
Eastern block
Pretty obvious which method he prefers.

He prefers to find ways to please everybody for maximum accessibility, resulting in bland and unfun game systems. Of course on Twatter Soyer has his mouth full of game design advice (trying to keep himself relevant) but we all saw what happened when he was a system lead.
 

DicLupa

Literate
Joined
Jul 27, 2023
Messages
26
Location
Zonerino
I'm not against dice rolls for common actions - stuff that makes up the majority of combat or regular traversal applications (climbing/swimming), but I gotta admit that they really piss me off in 'chokepoint' situations. You have a high Speech skill and want to convince some warlord not to raze a town of innocents. This should seem easy enough to pass, but woops you rolled a stinker and now the peasants are being boiled. If this is something I would have cleared 9 out of 10 times, then I'm just going to reload. If reloading a save isn't possible, I'm just going to be pissed off. There's something that feels arbitrary over having such a big consequence over something so 'random', even if it's just a narrative one.

Basically, dice rolls are fine if there's room for recovery. Variability is good. I don't mind missing shots in XCOM because I can recover with movement options or other abilities, and failures like that can play into the dynamics of a fun gameplay system. If a guy gets forced into a position where he can't recover, then that was poor planning on my end. But this is pretty much absent from linear branching choices that rest on Persuasion/Charisma checks. Maybe if the game had some iterative process of persuasion that required multiple checks, this could feel more 'fair', but I think that makes the gamification of conversations more obvious.

I don't know how to avoid the '59=bust,60=bingo' problem. Maybe those are better off as a set of secondary skills ranked 1 to 5 just so all the meaningless cruft in between is done away with. Until we have NPCs that can pass a Turing test and player inputs that can realistically simulate persuasion and charisma, this is always going be fudged one way or another. And if that's the case, I'll opt for less frustration.
 

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