IF Bioware had continiued to make games on par with DA:O they would receive a lot less hate.
Wizfall is partially right. Not about the butthurt, but about the communication when speaking.
I think fans don't want to hear it, but I honestly don't know if BioWare devs would consider it disrespectful at all. Their move towards interactive movies has been pretty clear, and if that's the best way to tell stories and meet their design goals as far as they're concerned, why would pointing that out be disrespectful? Their goals aren't so much about reactivity and interactivity, but there are people out there who do want that in their RPGs. Again, just facts?
Maybe that's just me doe.
I probably could have phrased it more politely: "We're developing a more personal narrative, rather than a cinematic one," for instance. But then again, there's a reason I'm a writer and not a... a professional phone-interviewee? (note: edit this word later)... it's because I can edit my words if I feel like I need to care with them. With speaking, you lose a lot of that verve and human connection, and you start to sound a lot more guarded.
I should probably work on that.
Play the sequel. It will expand your imagination in ways you never considered possible.IF Bioware had continiued to make games on par with DA:O they would receive a lot less hate.
Not from me. I find it difficult to imagine a worse game than DA1. The endless waves of the trashiest of trash mobs. The repetitiveness of it was unbearable. I would have to assume that it would be unbearable for anyone with higher brain function still intact.
Play the sequel. It will expand your imagination in ways you never considered possible.IF Bioware had continiued to make games on par with DA:O they would receive a lot less hate.
Not from me. I find it difficult to imagine a worse game than DA1. The endless waves of the trashiest of trash mobs. The repetitiveness of it was unbearable. I would have to assume that it would be unbearable for anyone with higher brain function still intact.
Only if you are a fucking moron.'The implication of the reply is that it's a new phenomena when it is anything but.
CoG - Any chance of easter eggs or nods to Planescape in Torment?
Colin – I would say that’s a 100 percent probability.
Colin – Maybe a little plush doll…
Volly was quite correct earlier, Bioware's post-NWN games have more narrative reactivity than Torment ever did.
Having a slightly different narrative because you made slightly different choices. This is largely dialogue and cutscene related. Alpha Protocol is the king of narrative reactivity.What the heck is "narrative reactivity" and why should I care about it more than other types of reactivity?
Perhaps only with respect to the main storyline. Not with respect to side quests and multiple factions and NPCs.Volly was quite correct earlier, Bioware's post-NWN games have more narrative reactivity than Torment ever did.
Exactly what this game is trying to avoid - or should try to avoid. There need to be discrete and concrete narrative changes.Having a slightly different narrative because you made slightly different choices.
Pffft...Volly was quite correct earlier, Bioware's post-NWN games have more narrative reactivity than Torment ever did.
Having a slightly different narrative because you made slightly different choices. This is largely dialogue and cutscene related. Alpha Protocol is the king of narrative reactivity.What the heck is "narrative reactivity" and why should I care about it more than other types of reactivity?
Having a slightly different narrative because you made slightly different choices. This is largely dialogue and cutscene related. Alpha Protocol is the king of narrative reactivity.What the heck is "narrative reactivity" and why should I care about it more than other types of reactivity?
Torment had reactivity with side quests, factions, and NPCS? News to me. Unless you're referring to how you have the option of joining every faction.Perhaps only with respect to the main storyline. Not with respect to side quests and multiple factions and NPCs.Volly was quite correct earlier, Bioware's post-NWN games have more narrative reactivity than Torment ever did.
These things are worthless in and of themselves. Proof: Storm of Zehir.Give me stat checks, give me skill checks,
When has this happened and what makes you think it'll happen in ToN?give me side quests affecting other side quests depending on the order in which you solve them.
When has this happened and what makes you think it'll happen in ToN?
Sez you.These things are worthless in and of themselves. Proof: Storm of Zehir.
Lords of the Rings trilogy wans't numbered either but everyone knows it wa s atrilogy. Just because they didn't put a 2 in the titlte doesn't mean their intent is a sequel. L0L The game is called Torment. FFS The protaganist is connected to TNO 9even if they don't actually refer to TNO because of IP rights).
I'm not seeing the part where side quests affect other side quests.When has this happened and what makes you think it'll happen in ToN?
Read the description of Wasteland 2's reactivity which I so eloquently described: http://www.rpgcodex.net/forums/inde...rter-update-25-reactivity-up-the-wazoo.80815/
I don't believe it's likely that Torment, with its nine months of preproduction, will have worse reactivity than Wasteland 2.
Yup. Can't make a compelling game out of pass/fail checks. http://www.formspring.me/JESawyer/q/654812230Sez you.These things are worthless in and of themselves. Proof: Storm of Zehir.