We are both humbled and excited that you have given us this opportunity. The team we have assembled is pretty unbelievable and I have full faith that together we will create a true classic. I never stopped working to get Chris Avellone aboard to make sure we had the band back together. But it only got better when we brought on guys like Pat Rothfuss and Kevin Saunders to take the game to new heights. The trick is always to surround ones self with brilliant people and to create an environment in which creativity can flourish.
Dev wrote on Apr 7, 2013, 02:51:Slashman wrote on Apr 6, 2013, 19:15:Are you CERTAIN that bastian wasn't a $1 mil game? It wouldn't surprise me if it was about that much, remember it was published by WB. If you had said that it wasn't a $10 mil or $100 mil game, I would have agreed with you, and I agree with your other points.
I don't think you need billion dollar graphics and animation to convey things through animation and graphics. Bastion wasn't a million dollar game and I was very into it's story and world. It mostly had narrated dialogue and cleverly done world design.
Slashman wrote on Apr 6, 2013, 19:15:Are you CERTAIN that bastian wasn't a $1 mil game? It wouldn't surprise me if it was about that much, remember it was published by WB. If you had said that it wasn't a $10 mil or $100 mil game, I would have agreed with you, and I agree with your other points.
I don't think you need billion dollar graphics and animation to convey things through animation and graphics. Bastion wasn't a million dollar game and I was very into it's story and world. It mostly had narrated dialogue and cleverly done world design.
Slashman wrote on Apr 6, 2013, 19:15:
I don't think you need billion dollar graphics and animation to convey things through animation and graphics. Bastion wasn't a million dollar game and I was very into it's story and world. It mostly had narrated dialogue and cleverly done world design.
I'm not talking about making a Mass Effect-like experience either. That was more into the territory of an interactive movie.
I don't mind a lot of text to convey character depth in terms of feelings, thoughts and moral dilemmas. But I don't want that to be used to convey moments where the action of a character would be better shown via animation.
Slashman wrote on Apr 6, 2013, 08:36:
Playing a game should be a different experience than reading a book. The problem is that most developers cannot properly marry the two types of story telling and pick one over the other instead of achieving a decent synergy of both. There are situations and events in a game that may be better related through actions and animation than through reading words on a page.
I don't want to play a game that feels like a choose-your-own path novel. I want it to be a game. I want it to use the capabilities of my computer to let me feel like I'm living it while remaining a deep experience.
El Pit wrote on Apr 6, 2013, 03:30:And also very unlikely to happen. Interplay apparently sold the remake rights for a song to that one company thats trying to promote their beamdog digital distribution platform. From everything I saw, the enhanced edition mostly had work done on the UI to make it work on ipads.
Baldur's Gate 3 - The Kickstarter. $5,000,000 almost guaranteed.
El Pit wrote on Apr 6, 2013, 03:30:
Okay, backed this although I could not get into Planescape Torment. Too much storytelling in words instead of letting the player actually play it. *sigh* But I though this needed to be backed, because I am hoping against hope that inXile might bribe their way into buying the Baldur's Gate rights. I know, I know... But it's just the hope, you know? Baldur's Gate 3 - The Kickstarter. $5,000,000 almost guaranteed.
Yifes wrote on Apr 6, 2013, 08:20:El Pit wrote on Apr 6, 2013, 07:26:
storytelling IN WORDS instead of letting the player experience it. Sometimes it felt like reading a book instead of playing a game.
You can express more with words than you can with just animation and dialogue. The depth of storytelling that I experienced in PS:T surpassed any other game that I've played. Reading is a part of the gameplay experience, and that's not a bad thing.
Funny thing, Chris Avellone agrees with you and thinks that it's one of the weaknesses of the game. Personally though, I think it's one of the best aspects of the game, and put it on a level above his later works like KOTOR2 and NWN2
eRe4s3r wrote on Apr 6, 2013, 00:07:
You know what I just randomly noticed because I am replaying it (don't laugh..). Torment may have a great story, but can it be that they ran out of time? Some of the characters you meet are severely under-developed. Pharod and Annah for example. Especially considering that there is even the remnant of a romance (Annah) in the game, but they never do anything with it.
El Pit wrote on Apr 6, 2013, 07:26:
storytelling IN WORDS instead of letting the player experience it. Sometimes it felt like reading a book instead of playing a game.
El Pit wrote on Apr 6, 2013, 03:30:Really? Too much story telling, the story is what makes it one of the monumental CRPG's ever made.
Okay, backed this although I could not get into Planescape Torment. Too much storytelling in words instead of letting the player actually play it.