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Obsidian should develop DA3


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#151
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mrcrusty wrote...

Closer to 15-18. It had about as much dev time as Dragon Age 2.


Chris Avellone said...

No, actually. It was like a few months after the release
of the last Fallout 3 DLC that Bethesda wanted to start up the next
installment in the series. They approached us after that.


zeta - august 2009, new vegas - october 2010.

now subtract the negotiation period with bethesda and frozen state (quality assurance) and you've got your dev time ;)

simfamSP wrote...

With hardly any changes to the engine.
Just a few tweaks here and there. But look at the outcome: despite the bugs da2 is a game that suffers from unconnected chapters, no story arc, lots of fake consequenses and one boring end which even is a cliffhanger.


i've corrected this for you <3

Modifié par -Semper-, 03 juin 2011 - 01:32 .


#152
Guest_Autolycus_*

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I know Obsidian are part of the old Black Isle studio. But that is not accounted for. Besides. Saying that Obsidian made Planescape Torment (my favourite cRPG of all time) is like saying Black Isle Studios made Baldur's gate. They had part in it. But were not directly proportional to it's development. The team members however mostly came from the Fallout series which I'll give them credit for.

I will correct you also simfam...Black Isle did a lot of work on the BG games, and most of the dialogue/story. BG is a Black Isle game more than a Bioware game imo, and it was Avellone who made it so great, and in a way, made Bioware the company it is.

Bioware's first big game in their own right was average at best with a terrible storyline....Bioware's first game not using an already existing licence, was also, very average at best.

Obsidian may make games with constantly recurring issues, but them so do Bioware now....

#153
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-Semper- wrote...

mrcrusty wrote...

Closer to 15-18. It had about as much dev time as Dragon Age 2.


Chris Avellone said...

No, actually. It was like a few months after the release
of the last Fallout 3 DLC that Bethesda wanted to start up the next
installment in the series. They approached us after that.


zeta - august 2009, new vegas - october 2010.

now subtract the negotiation period with bethesda and frozen state (quality assurance) and you've got your dev time ;)


I'm sure they must have been thinking on the story + other design materials early 2008. FO:NV is a great game, 18 months is believable however since no new engine was needed.

#154
thesilverlinedviking

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I'm sure it would be good when I finally managed to get it running. :D

#155
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Autolycus wrote...

I know Obsidian are part of the old Black Isle studio. But that is not accounted for. Besides. Saying that Obsidian made Planescape Torment (my favourite cRPG of all time) is like saying Black Isle Studios made Baldur's gate. They had part in it. But were not directly proportional to it's development. The team members however mostly came from the Fallout series which I'll give them credit for.

I will correct you also simfam...Black Isle did a lot of work on the BG games, and most of the dialogue/story. BG is a Black Isle game more than a Bioware game imo, and it was Avellone who made it so great, and in a way, made Bioware the company it is.

Bioware's first big game in their own right was average at best with a terrible storyline....Bioware's first game not using an already existing licence, was also, very average at best.

Obsidian may make games with constantly recurring issues, but them so do Bioware now....


hmm... I'll leave that open for debate. I find that very hard to believe. Do not think I am questioning your knowledge. I am just being cautious. I need to look into it a bit more. Any reliable sources? (Other than wiki.) ^_^

#156
Blitzkrieg0811

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Read title of topic. First thought: "F*CK NO!"

Seriously, Obsidian does have a history, but not necessarily a good one.

#157
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Plenty of information around if you wish to go and find it (and no, no links immediately to hand)...

#158
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simfamSP wrote...

I'm sure they must have been thinking on the story + other design materials early 2008. FO:NV is a great game, 18 months is believable however since no new engine was needed.


they only got roughly a year to finish new vegas. that's a fact... yes, they used some design concepts they made for van buren and lots of props bethesda created but you can't deny that they delivered a damn good game.

Modifié par -Semper-, 03 juin 2011 - 01:37 .


#159
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-Semper- wrote...

mrcrusty wrote...

Closer to 15-18. It had about as much dev time as Dragon Age 2.


Chris Avellone said...

No, actually. It was like a few months after the release
of the last Fallout 3 DLC that Bethesda wanted to start up the next
installment in the series. They approached us after that.


zeta - august 2009, new vegas - october 2010.

now subtract the negotiation period with bethesda and frozen state (quality assurance) and you've got your dev time ;)

simfamSP wrote...

With hardly any changes to the engine.
Just a few tweaks here and there. But look at the outcome: despite the bugs da2 is a game that suffers from unconnected chapters, no story arc, lots of fake consequenses and one boring end which even is a cliffhanger.


i've corrected this for you <3




<_< I admit when I'm wrong. And right there I wasn't. In the contrary. I enjoyed FO:NV a lot. I still have it installed and still play it. But there have been a few terrible bugs in that game that PREVENTED me from playing it more. Not that it annoyed me so I simply stopped. No. I wanted to carry on but it wouldn't.

Such as the save game crash bug. I couldn't proceed anywhere because everytime the game saved. Weather auto, quick or manual - it just crashed.

#160
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Autolycus wrote...

I will correct you also simfam...Black Isle did a lot of work on the BG games, and most of the dialogue/story. BG is a Black Isle game more than a Bioware game imo


that's bull****. avellone was hired by interplay 97/98 and was busy with fallout2. interplay's game division black isle supported bioware in quality assurance and publishing through interplay. the lead writer of bg was luke kristjansson, member of bioware.

Modifié par -Semper-, 03 juin 2011 - 01:46 .


#161
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Autolycus wrote...

Plenty of information around if you wish to go and find it (and no, no links immediately to hand)...

 

"The game Baldur's Gate was developed by the Canadian game
developer Bioware, a company that had been founded by a pair of
practicing physicians, Dr. Ray Muzyka and Dr. Greg Zeschuk. The game
required ninety man-years of development, which was spent simultaneously
creating the game's content and the BioWare Infinity Engine.[4] The primary script engine for the game's AI was Lua.[5]
At the time that the game was first shipped, none of the sixty member
team had previously participated in the release of a video game.[6] The time pressure to complete the game led to the use of simple areas and game design.[4]
Ray Muzyka said the team held a "passion and a love of the art", and
they developed a "collaborative design spirit." He believes that the
game was successful because of a collaboration with Interplay.[6]
The game was published by Black Isle Studios, an internal division of Interplay.[4]"

That's all I could get from that damn shallow article at Wiki. I have snooped around. And people seem to argue on it a lot. I will go ahead and say that Bioware has the larger part of it but Black Isle *did* help.

Modifié par simfamSP, 03 juin 2011 - 01:45 .


#162
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simfamSP wrote...

Such as the save game crash bug. I couldn't proceed anywhere because everytime the game saved. Weather auto, quick or manual - it just crashed.


pls don't blame obsidian because of your crappy pc. that's not their fault :P

#163
A Crusty Knight Of Colour

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Save game bug has long been fixed I believe. I never got it, so meh. But I think that was an issue corrected months ago.

#164
RangerSG

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-Semper- wrote...

Autolycus wrote...

I will correct you also simfam...Black Isle did a lot of work on the BG games, and most of the dialogue/story. BG is a Black Isle game more than a Bioware game imo


that's bull****. avellone was hired by interplay 97/98 and was busy with fallout2. interplay's game division black isle supported bioware in quality assurance and publishing through interplay. the lead writer of bg was luke kristjansson, member of bioware.


Absolute nonsense statment by Autolycus. The primary writers were ALL Bioware. Have a nice day.

And no, Obsidian shouldn't have 'anything' to do with DA3. First, it's not an outside-sourced IP, like NWN (D&D) and KotOR (Star Wars) was. Second, Obsidian has a TERRIBLE reputation, going all the way back through Troika to the Black Isle days, of turning out games that are unfinished, over-ambitious, and feature as many hours of cut and bugged content as playable. Let Osbidian focus on its own interests. Frankly, New Vegas was the first PLAYABLE game they released. Mask of the Betrayer was a decent expansion, too bad it depended on the wretched mess that was NWN2. Sith Lords was a fine concept that was gutted, bugged, and all but unplayable in its released state.

So no, forgive me for saying I don't want Obsidian anywhere near an IP they don't own.

#165
Wicked 702

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guardian of hades wrote...

outlaw1109 wrote...

Also, to those saying that Obsidian games are buggy...

Have you played DA2? Really? I mean, look at the first patch (which was released how long after launch?)and how many bugs it 'fixed'. Not to mention the bugs that Origins had...

Would much rather let obsidian take a crack at it, simply because bugs seem to be a staple of the franchise and at this point, I'd rather see a better story than flawless tetris (not baggin on tetris, btw).

Lastly, NWN2, in my experience, didn't have any game breaking bugs...(small bugs, yes, but not gamebreakers/major questline bugs.)


DAO and DA2 had their fair share of bugs no doubt but they were nowhere near the amount of bugs in New Vegas (ie People getting stuck in walls or in the ground, disappearing companions, getting locked out of the Strip after getting in and therefore having to load an old save).

Both DA games have had bugs but none were gamebreaking


DA: Origins had three game breaking bugs on release (Xbox version). One for the PC and PS3 for sure, possibly two (I'm still not aware if the Redcliffe Ogre spawning issue was on PC or PS3). None of them were fixed until patch 1.04, which took 9 months after initial release.

Couldn't speak for DA2, because well, what I wrote above is a major reason I avoided it.

#166
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mrcrusty wrote...

Save game bug has long been fixed I believe. I never got it, so meh. But I think that was an issue corrected months ago.


the savegame bug you are talking about was because of VALVE'S crappy steam cloud which broke the whole game overwriting your last save file. it was fixed through patch but you could fix it beforehand by manually disabling the cloud manually. it did not crash the game... therefore sim is speaking of another bug i never heard of.

Modifié par -Semper-, 03 juin 2011 - 01:57 .


#167
daemon1129

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-Semper- wrote...

daemon1129 wrote...

NWN2


rest aside could you please list crucial bugs nwn2 suffers from? would be interesting. i know of only one bug due to a script not firing because of skipping a cutscene.


I never beat the game becuz I was stuck in the chapter after you get the fort.  The one where you need to turn on the lights or something.  It's been too long to remember what exact.  Your lucky you didn't encounter many bugs.

#168
ThePinkFoxx

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HELL NO!

#169
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daemon1129 wrote...

I never beat the game becuz I was stuck in the chapter after you get the fort.  The one where you need to turn on the lights or something.  It's been too long to remember what exact.  Your lucky you didn't encounter many bugs.


are talking about nwn2 right after release? yes, the game was in a horrible state and there's no excuse for that but nowadays there're only minor bugs left (except the one i stated which is avoidable).

#170
A Crusty Knight Of Colour

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On release NWN 2 was really bugged. Now, not so much.

I'd honestly rather have games that are ambitious, have depth but are flawed because of technical issues rather than moving away from such a design ala Dragon Age 2.

Dragon Age 2 was not very ambitious, it was a SLAM DUNK type game.

Shaping personality? AP.
F/R system? AP.
Framed narrative? AP.
Customisable fixed protagonist? ME.
Dialog Wheel w/ Paraphrase? ME.

And so on. Not that innovative. Would've been much better if the game had more time, but they aren't reinventing the wheel or anything.

But if I didn't go for ambition and depth marred by technical problems, games like Morrowind, VtMB, Fallout 1/2/NV, PS:T, Arcanum and so on would never get my approval.

I'd also give the finger to games like STALKER and put down all my money on CoD.

Ideally, games ought to have it all: ambition, depth and polish. But if forced to choose, I would take depth and ambition any day of the week.

Modifié par mrcrusty, 03 juin 2011 - 02:09 .


#171
Sylvius the Mad

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I was excited when I first heard Obsidian was develping Dungeon Siege III, because I really liked the original Dungeon Siege.

But they appear to have turned it into an action game. That's no good.

#172
A Crusty Knight Of Colour

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Sylvius the Mad wrote...

I was excited when I first heard Obsidian was develping Dungeon Siege III, because I really liked the original Dungeon Siege.

But they appear to have turned it into an action game. That's no good.


.... what?

And before you break into the whole it doesn't have auto attack type combat shtick, Dungeon Siege 2 already had the Action Click to Attack mechanic.

#173
Sylvius the Mad

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mrcrusty wrote...

.... what?

And before you break into the whole it doesn't have auto attack type combat shtick, Dungeon Siege 2 already had the Action Click to Attack mechanic.

I didn't like it in DS2, either, but in DS2 it was sort of optional.  You could click-and-hold to auto-attack in DS2, and people on the DS3 forum keep telling me that click-to-attack could be disabled in the options menu somewhere (though I've never seen it).

#174
A Crusty Knight Of Colour

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Well, the PC demo isn't out yet so let's not judge until we get confirmation about it. Hopefully they don't pull a Bioware in this regard. Personally though, I'm fine with Action combat. I'm not a huge fan of real time w/ pause. I liked it in KotOR because the animations were very cinematic and fluid at the time, but my preferred method for RPG combat is turn based. Preferably grid or hex based like Strategy JRPGs such as Final Fantasy Tactics.

Secondary to turn based, I prefer full action. Player skill that is modified by character skill. But that may just be because I was a huge fan of Deus Ex. First person Action combat ala New Vegas w/ mods or Third Person action combat ala Witcher 2 is perfect for me.

The reason I disliked Dragon Age 2 combat was not because it was faster or more action-y, but because it was done with little thought. Amimations totally broke the pseudo-realistic feel of Origins combat and the enemy + encounter design was absolutely shocking ninja parachutes, dozens of trash mobs mixed with HP bloats, the attack speeds where different between you and enemies, it just reeked of fail for me. The exploding bodies too. Dagger stab = blood explosion? Cool story bro.

All this made for a less tactical game on normal difficulties (Witcher 2 on easy felt more tactical), but at higher difficulties, the implementation was less than ideal too. More enemy variation? Better AI? More abilities? Better encounter setup? No... more more waves more more enemies more more HP. Could've been handled much better. I think the Icewind Dale games are pretty good in how they handle a more Action-y Real Time with Pause Combat system.

<_<

Modifié par mrcrusty, 03 juin 2011 - 02:27 .


#175
Sylvius the Mad

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I think real-time with pause is the best combat system ever. Turn-based is a close second.

Real-time action combat is the antithesis of fun.