lol, yeah right that'll work, stroke of genuis right there, they will never see that coming..etc
Modifié par lobi, 15 avril 2011 - 11:00 .
Modifié par lobi, 15 avril 2011 - 11:00 .
Modifié par turian councilor Knockout, 15 avril 2011 - 11:01 .
KennethAFTopp wrote...
I feel a little peeved that Mike Laidlaw has become the forum scapegoat for the perceived failure of DAII, I am not a huge fan of it either, but pointing out a single guy as the fault is a slippery slope. Though I do not like the way he sounds in interviews or promos for that matter. Man doesn't have charisma for that. But he sounds like a perfectly nice guy.
What about Mark Darrah or David Gaider, the executive producer and Lead writer for instant, or hells the level designer.BobSmith101 wrote...
KennethAFTopp wrote...
I feel a little peeved that Mike Laidlaw has become the forum scapegoat for the perceived failure of DAII, I am not a huge fan of it either, but pointing out a single guy as the fault is a slippery slope. Though I do not like the way he sounds in interviews or promos for that matter. Man doesn't have charisma for that. But he sounds like a perfectly nice guy.
He's the guy in charge of the project. That's how things work.
KennethAFTopp wrote...
What about Mark Darrah or David Gaider, the executive producer and Lead writer for instant, or hells the level designer.BobSmith101 wrote...
KennethAFTopp wrote...
I feel a little peeved that Mike Laidlaw has become the forum scapegoat for the perceived failure of DAII, I am not a huge fan of it either, but pointing out a single guy as the fault is a slippery slope. Though I do not like the way he sounds in interviews or promos for that matter. Man doesn't have charisma for that. But he sounds like a perfectly nice guy.
He's the guy in charge of the project. That's how things work.
Modifié par Warheadz, 15 avril 2011 - 11:16 .
KennethAFTopp wrote...
What about Mark Darrah or David Gaider, the executive producer and Lead writer for instant, or hells the level designer.BobSmith101 wrote...
KennethAFTopp wrote...
I feel a little peeved that Mike Laidlaw has become the forum scapegoat for the perceived failure of DAII, I am not a huge fan of it either, but pointing out a single guy as the fault is a slippery slope. Though I do not like the way he sounds in interviews or promos for that matter. Man doesn't have charisma for that. But he sounds like a perfectly nice guy.
He's the guy in charge of the project. That's how things work.
BobSmith101 wrote...
As lead designer it's his job too keep things on track and for the project to work. He made a lot of poor choices, in that respect.
Let me just give you some random stuff about VA/cinematics
Out of Hawkes lines only 50% are applicable in any play. Out of that 50% only 1/3rd apply at any one conversation node (thats the 3 choices). I asked Mr Epler how many of the 2500 cinematics you see in any one game. The answer was around 800.
Now if you have a project deadline of 18 months, that's an awful lot of waste. Ditto with the redesigned combat, speeding up and reskinning DA would have got you a lot more bang for you buck.
Laidlaw allowed his vision to exceed the project parameters. Like for example using the same cave or house over and over just to add some more fed ex quests. Or by padding the game time with waves and long hp bars rather than with unique content.
Miashi wrote...
BobSmith101 wrote...
As lead designer it's his job too keep things on track and for the project to work. He made a lot of poor choices, in that respect.
Let me just give you some random stuff about VA/cinematics
Out of Hawkes lines only 50% are applicable in any play. Out of that 50% only 1/3rd apply at any one conversation node (thats the 3 choices). I asked Mr Epler how many of the 2500 cinematics you see in any one game. The answer was around 800.
Now if you have a project deadline of 18 months, that's an awful lot of waste. Ditto with the redesigned combat, speeding up and reskinning DA would have got you a lot more bang for you buck.
Laidlaw allowed his vision to exceed the project parameters. Like for example using the same cave or house over and over just to add some more fed ex quests. Or by padding the game time with waves and long hp bars rather than with unique content.
18 months to produce a fully fleshed game is a pretty huge mandate. You sound like it was fun and game. I'm pretty sure the guy probably spent long days at work.
On the cinematics example, you should ask him the same question concerning Dragon Age : Origins. I wouldn't be surprised that the ratio is identical.
And are you trying to say that it would've been more efficient to NOT give Hawke any conversational choices at all? I hope I'm misinterpretating what you're saying because I'd slap you with a LARPer styrofoam sword if you were in front of me.
BobSmith101 wrote...
18 months with a working engine is not bad in general. But is for an RPG. Whether it was fun and games does not matter, that was the job he signed up for.
Dragon Age Origns was not done in 18 months, that's the difference.
That's the Japanese model , it's a lot more efficient. The game is already linear, so it's not like you can make it that much more linear, you just avoid waste and you can focus on showing the maximum ammount of content.
You still get choices, but not as many nodes.
Modifié par Miashi, 15 avril 2011 - 11:43 .
Miashi wrote...
BobSmith101 wrote...
18 months with a working engine is not bad in general. But is for an RPG. Whether it was fun and games does not matter, that was the job he signed up for.
Dragon Age Origns was not done in 18 months, that's the difference.
That's the Japanese model , it's a lot more efficient. The game is already linear, so it's not like you can make it that much more linear, you just avoid waste and you can focus on showing the maximum ammount of content.
You still get choices, but not as many nodes.
It's been mentionned in interviews that they ran into issues on certain aspects of the game. Issues = kills deadlines. Efficiency doesn't necessarily equate to fun. Games are supposed to be fun.
BobSmith101 wrote...
Endless waves and chipping away giant hp bars is not fun it's tedious.
Modifié par Johnny20, 15 avril 2011 - 11:56 .
mdugger12 wrote...
BobSmith101 wrote...
Endless waves and chipping away giant hp bars is not fun it's tedious.
You pretty much described the end of DA:O
Guest_Sareth Cousland_*
Now if you have a project deadline of 18 months, that's an awful lot of waste. Ditto with the redesigned combat, speeding up and reskinning DA would have got you a lot more bang for you buck.
Modifié par Sareth Cousland, 15 avril 2011 - 12:12 .
BobSmith101 wrote...
KennethAFTopp wrote...
What about Mark Darrah or David Gaider, the executive producer and Lead writer for instant, or hells the level designer.BobSmith101 wrote...
KennethAFTopp wrote...
I feel a little peeved that Mike Laidlaw has become the forum scapegoat for the perceived failure of DAII, I am not a huge fan of it either, but pointing out a single guy as the fault is a slippery slope. Though I do not like the way he sounds in interviews or promos for that matter. Man doesn't have charisma for that. But he sounds like a perfectly nice guy.
He's the guy in charge of the project. That's how things work.
As lead designer it's his job too keep things on track and for the project to work. He made a lot of poor choices, in that respect.
Let me just give you some random stuff about VA/cinematics
Out of Hawkes lines only 50% are applicable in any play. Out of that 50% only 1/3rd apply at any one conversation node (thats the 3 choices). I asked Mr Epler how many of the 2500 cinematics you see in any one game. The answer was around 800.
Now if you have a project deadline of 18 months, that's an awful lot of waste. Ditto with the redesigned combat, speeding up and reskinning DA would have got you a lot more bang for you buck.
Laidlaw allowed his vision to exceed the project parameters. Like for example using the same cave or house over and over just to add some more fed ex quests. Or by padding the game time with waves and long hp bars rather than with unique content.
DraCZeQQ wrote...
mdugger12 wrote...
BobSmith101 wrote...
Endless waves and chipping away giant hp bars is not fun it's tedious.
You pretty much described the end of DA:O
I would like to disagree ... you can completly ignore all the enemies at the end of DA:O ... as well as archdemons hp bar isnt giant at all ...