Yourself?
Modifié par Burnouts3s3, 14 juin 2012 - 11:30 .
Modifié par Burnouts3s3, 14 juin 2012 - 11:30 .
No college education = no shot in hell that I'll become a writer.
The Ethereal Writer Redux wrote...
Allan Schumacher wrote...
Are you looking at becoming a game writer?
Very much so. Writing and video games are pretty much two of my favorite things in the world, the former being a talent I discovered in my senior year of high school. Being able to write for video games -- preferably RPGs -- would be nothing short of amazing.
Most of the writing I have done has generally been on my own. Non-published material or the like. Poetry, songs, fanfic, original stories, general plot ideas, etc.. I try my best to make what I write seem at the very least decent.
Allan - how sought after, in the gaming industry, are testers? No one ever seems to want to pay to have it done. No one wants to do it. Done well, it is incredibly tedious. But it seems like a foot in the door. (Diablo III - two words - LOAD TESTING. geez)
Skelter192 wrote...
Drooling over the Wasteland 2 vision document <--- Bioware should take some ideas. Especially how they plan to make the party work.
wsandista wrote...
The entire thing.
Shadowrun looks amazing as well.
Technically, in Baldur's Gate and Baldur's Gate 2, you could start a multiplayer game with just you and create the whole party. You'd miss the NPC plots (unless you left space in the party for them) but you could play it that way. Heck, most fanmade walkthroughs and guides recommend this approach. So it's not exactly a "radical departure" for Bioware fans
Xewaka wrote...
Actually, the plot in BG2 revolves around Imoen and Irenicus. The Bhaalspawn is sort of there.Allan Schumacher wrote...
As you say, it's "technically." I'd actually bet money that this was not typical of how most people played through the game. I'd bet even more that the amount of people that played it this way on their first playthrough of BG2 is such a tiny fraction of the people playing the game for the first time. Even then, the plot still revolves around one character, the Bhaalspawn.
You feel that making the story about the party rather than one protagonist makes the game a radical departure. However, is it really so? In Bioware games, the main character lives the plot, but he's not the driver of it. What's the difference between "Shepard saves the Galaxy" and "A squad of Spectres saves the Galaxy"? How does it affect the gameplay and the overarching plot? You're not missing the personal factor and interaction at a character level just because you control more than one character. If anything, you can explore different approaches within the same game, with the different characters you crafted.
But then again, I've played tabletop RPGs in which each player controlled an ensemble (Ars Magica, to be specific), so I'm used to the mindset.
Modifié par Allan Schumacher, 13 juin 2012 - 08:03 .
I am writing overly long forum posts when I probably should be doing something more constructive.
Who you choose for your team will add dimension to your party interactions, opening new possibilities for you to explore. <snip>
Will the wastes remember you and your team as diplomatic defenders of justice? As a group of intimidating, brutish thugs? Or somewhere in between? The choice is yours. <snip>
True RPGs allow options……we don’t mean token one-node lip service, we mean reactions, even a chain of reactions that builds over the course of the game. <snip>
A Beckoning World, Not a Forced March
BG didn't do that. BG explicitly allowed you to have Imoen (or Coran, or Dynaheir, or whomever) do all the talking on the party's behalf.
Shazzie wrote...
Allan Schumacher wrote...
Less reliance of just combat as a resolution to obstacles is a good thing.
My heart overfloweth. I lack the words to express the sheer joy I felt at seeing this statement.
Don't get me wrong- I enjoy combat in my RPGs, but I hate it when the game is practically reduced to combat as the ends to all means.
I was just overwhelmed by happy thoughts when I read that, and had to say something.Carry on!
Modifié par Allan Schumacher, 14 juin 2012 - 12:56 .
How many of them supported Harrowmont and then switched over to supporting Bhelen immediately upon hearing that he gives the happy ending? I don't mean to be offensive but most of them are not thinking of their decisions. Which is why things like Rannoch, Connor, Werewolves and such never really have much discussion--it ultimately leads to "why not do the happy ending?".
Allan Schumacher wrote...
If people want to reroll to achieve these, I think that's up to them. It's their game experience and I don't think we should make too many decisions that try to prevent metagaming. Save it for the really big moments where we really want to make you think.
The only part where I would disagree with you, Allan, is when the "optimal ending" comes without cost... at least in those situations where a cost is appropriate. Sometimes happy endings should just be happy endings. They're grand. But when you have a dramatic situation, offering an easy out cheapens it no matter how much a player might want it.
Which is not to say that all plots should exist to batter the player over the head with their grimdark realness (in my opinon). But neither would I ever agree that just because a player wants their escapist everything-works-out ending that it's my job to give it to them.
Modifié par Allan Schumacher, 14 juin 2012 - 05:58 .
Allan Schumacher wrote...
I loved that there was no ideal choice at the end of ME3, but at the same time it felt suitable and appropriate that there was a way to resolve the conflict on Rannoch.
I'm curious what your thoughts are on how Bhelen/Harrowmont choice ends up playing out. I was floored (in a good way) to learn that supporting Bhelen leads to a better resolution for Orzammar, and the fact that the player only learns this after completing the game I thought was magnificently played. This was the type of situation that I don't know if we can avoid players metagaming to get a "happier" ending, and I don't know if there is a resolution for how this played out that I would have enjoyed more.
Modifié par David Gaider, 14 juin 2012 - 03:48 .
And with Rannoch specifically, it seemed to me like one of the fundamental themes of the game was that organics and synthetics could not get along. And here I got them to get along by saying "hey guys, get along!". And then I was later told that synthetics and organics would inevitably destroy each other? I suppose one could suggest that the peaceful Rannoch solution would inevitably fail, but there was nothing by that point to indicate it would be so.
Modifié par Allan Schumacher, 14 juin 2012 - 04:20 .
Yes, voicing the PC effectively eliminates the possibility of using companions as party spokesperson. That's one of the big reasons I don't like voicing the PC.
Fast Jimmy wrote...
A similar experience made me pick up Fallout 2 a few weeks ago. Now THAT was a game that can stand the test of time.
I would HIGHLY recommend checking out the Fallout 2 Restoration Project: http://www.nma-fallo...pic.php?t=40443">[url=http://www.nma-fallout.com/forum/viewtopic.php?t=40443]http://www.nma-fallout.com/forum/viewtopic.php?t=40443 . It really took a lot of elements that were in the original plan for Fallout 2 and gives them great life. A little buggy (I'd read the posts and make sure you do everything they tell you for the smoothest ride) but DEFINITELY worth a check out.
To continue this tangent it's great fun but I do find the fact that they've lived so long and yet food is sometimes reeeeaallly hard to come by makes me wonder how people are still alive. Need more survival elements in games I do enjoy a good survival mechanic.
berelinde wrote...
With all due respect... Why?
If the protagonist has already battled zombies and whatever else to save Redcliffe before even confronting Connor, what role-playing reason is there to back everything up to a timepoint before that happened? Granted, if the player is getting there after abandoning Redcliffe, sure, the town is toast, but the player worked very hard to save Redcliffe and a brief journey into the fade doesn't exactly negate history.
I totally get the concept that there should be actions and reprecussions, but that one seems particularly incongruous. Does the protagonist awaken new spirits in Redcliffe because s/he goes into the Fade? Are these spirits bent on Redcliffe Village's destruction? Casting the "abandoned Redcliffe" outcome on players who opt for a cerebral resolution to the Connor question smacks of retaliation without cause, and that makes no role-playing sense whatever your genre. The battle is won. Moving on... the battle is lost? What's up with that?
I'm not finding fault. I'm just trying to understatnd. Penalty, surely, but maybe some other one may have been better. Maybe some handicap at Landsmeet.
Modifié par David Gaider, 15 juin 2012 - 04:05 .