rapscallioness wrote...
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What concerns me, Jos, is that there seems to be alot of "couldn't make it work" for features that I personally loved.
We all have things we like that don't end up going into a game like this. There is never a shortage of great ideas and sometimes it is too bad that things don't make it in. That is something that applies to any of the people who worked/are working on ME3 stuff just as much, if not more, as it does to you and everyone else in this community.
I'm concerned about the future possibilities of exploration. I'm concerned about the prevalence of auto-dialogue.
I'm concerned about priorities. What's important to BW? What is your definition of something that adds to the game? Where is this "time/effort/resources/people's time/money" being focused?
I love the better combat. And I love the graphics. But I want you to bring along the other great ideas you had. And improve upon them.
I want you to figure out how to make it work. I don't wanna know about how it couldn't work. I wanna know what steps you're considering to make it work.
I'm personally convinced that whatever feels right for the project is what's important. Patrick has already spoken a bit about dialog, and it's really not my place to talk about that because I'm not nearly as insightful on that as he is, but there is a time and place for a focus on particular things. (For example, for ME1 it made sense to explore the barren, desolate worlds in a Mako, for ME3, where there's the urgency of war, not so much)
The problem there is of course that you don't get to see the process of going from the start of the game/missions/elements/mechanics to the finished result. It's a fairly organic process, and the "cans" and "cannots" happens over the course of the time we've had to build the game. The approach is always how we CAN do it first, and ultimately when it doesn't happen it's because the cannots weigh against it too much.
I know I've pushed pretty hard for a few specific things to make the cut, and I know that that's true for pretty much every single person who has worked on the game.
As for how we consider making things work (level design in particular, since that's what I do): Do we have programming time to build a system for this? If yes, great. If no, can I make it myself in a way that is robust enough that it can be shipped? Is there time in the schedule for all the departments involved in X to do this?
Am I being unreasonable? No. Because of the basic belief that I think you can do it. I think BW can do it.
Bring it. Balls out! But then I'm card carrying member of the "Try Hards". So, yeah...
Yeah, and we're all platinum members of that same club. We go balls out. We really do. There are only so many hours in a day, though, and it has never been a matter of a lack of effort that things don't make it in. We've all seen overtime this project to make the most of what we have and I'd do it again in a heartbeat, and so would many others.
Сообщение изменено: Jos Hendriks, 30 Июль 2012 - 04:31 .