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Josh Sawyer Q&A Thread

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,310
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
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Messages
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Peculiar question to ask given how New Vegas, PoE, and Deadfire do things. Pretty obvious which method he prefers.
 

luj1

You're all shills
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I bet Infinitron could construct a calendar of different flavors of Soyer's farts based on time of the year
 

luj1

You're all shills
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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
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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.
 

DicLupa

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I don't know how to avoid the '59=bust,60=bingo' problem
Compress the scale? 0-10 rather than 0-100. VTMB does this
Yeah, and that was my following suggestion to a degrre. I was quite fine with VTMB's comparative compression. Every skill increase felt meaningful due to its 'chunking'.

I was thinking more how it's a dilemma for games with more granular 0-100 skill systems, and the compulsion to unite everything under them. A +2 to Firearms or Melee skills may feel minor but present. WTF is +2 to speech accomplishing, if anything? Moving it to a secondary skillset with less ranks may be the way to go. One issue with doing that though is that you may already be inadvertently flagging to players that these skills aren't as 'important' if they're separated like that.

I think the Shadowrun games had a good idea with their 'speech styles'. You already know that by selecting certain speech skills, other doors will be closed to you. But is very much dependent on the designer to ensure those options are represented throughout the game.
 

NotSweeper

Educated
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Dec 26, 2023
Messages
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Anybody asked him whether or not he will finally transition because he is uncomfortable as a white male?
Sawyer's non-transition is one of those things that continually perplex me.
  • Commiefornia mind virus
  • Low testosterone
  • Game designer
  • Autistic (focus on perfect balance™)
  • German
  • Cyclist
KVwg-Os-KT-400x400.jpg
The man looks like someone's grandmother for fuck's sake.
 

NecroLord

Dumbfuck!
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Anybody asked him whether or not he will finally transition because he is uncomfortable as a white male?
Sawyer's non-transition is one of those things that continually perplex me.
  • Commiefornia mind virus
  • Low testosterone
  • Game designer
  • Autistic (focus on perfect balance™)
  • German
  • Cyclist
KVwg-Os-KT-400x400.jpg
The man looks like someone's grandmother for fuck's sake.
He has greek ancestry, I think?
Or just german?
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,537
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
Rare Q&A response video:


A short answer to someone's question about how to approach balancing abilities (or weapons, in the examples I give) in a game prior to receiving feedback from players.
 
Last edited:

Diggfinger

Arcane
Joined
Jan 6, 2014
Messages
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Location
Belgium
So,

unbeknownst to many a Coedexer, Fallout: New Vegas, was not only based off of J. Sawyer's most eminent burrito recipes;



Noooo indeed, some serious thought went into balancing weapons/damage output. This was primarily done in the actual real-time game setting, rather than through simulation or assumptions using charts etc.
Josh did, however, used the spreadsheet below up until March 2010 to have a basic direction for guns' damage vs threshold values.

Dmg-spreadsheet.png


For more info click the video below

 

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