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Eternity Avowed - Obsidian's first person action-RPG in the Pillars of Eternity setting

anvi

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Note that the post-war generation also lived in prosperity.



Boomers were generally a fortunate generation but they were often poor as shit too. They might be living in prosperity relative to other times but many of them were living in mold infested homes barely warmer than outside. Many places had no bath or shower, they had a big metal tub with lukewarm water next to the fire and all 8 kids would be dunked in the same water then had to huddle by the fire. They had 1 toilet but it was outdoors. Etc. Healthcare etc was terrible at the time.

I think they were a unique generation. The Gen Xers too. They had privilege compared to how bad it could be but they were generally on the edge too. A lot of people were motivated to work hard and get good at their profession because they didn't want to live like their parents and their childhoods.
 

Lyric Suite

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He will never write anything again. Not something that would normally be released.

From what i understand of the situation he will never write anything again not because he ran out of ideas or was a one hit wonder (though that may be the case i don't know) but because he is too retarded to get another job in the industry
 

Elttharion

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Oh no, there's ROLLING in Dark Souls. It's a ROLLING simulator, coz it has ROLLING as one of its many mechanics!

R O L L I N G
aG2ft3B.gif
dog-husky.gif
 

luj1

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Robert Kurvitz probably wouldn't have been a great videogame writer if he was American

Anyway, I think you are easily impressed.

First of all, the worldbuilding of Disco > dialogue

Second of all, the dialogue is not written like videogame dialogue (but more like a novel)

So it's fine to call him a good writer. But I doubt he is a *great videogame writer.* Your standards are really low...
 

Roguey

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You're making my point for me by naming a literal "who?". It's easy to name renowned playwrights of earlier generations, like Arthur Miller or Paddy Chayefsky or Tennessee Williams. It's easy to name renowned novelists from the same period, like William Faulkner or Ken Kesey or Kingsley Amis. We have fewer renowned video game writers, but some exist (Chris Avellone for example).
A handful of names out of many, many writers. Miller, Williams, and Faulkner wrote their first renowned works in their 30s. The oldest Millennials are in their 40s, the youngest in their late 20s. Need to wait for some time to pass before writing the entire generation off, the entertainment industry is still dominated by boomers and xers (who have near-universally lost their minds).

Hell, speaking of Xers, try to think up of the prominent Gen X writers. I was thinking maybe Chuck Palahniuk, but he was a late boomer. Bret Easton Ellis was '64, one of the latest of boomers. Seems like the downfall started a generation before Millennials. :M

They might as well be interchangeable cogs. I think the most likely explanation for this is that they are interchangeable. They've led interchangeable, boring, average lives. They have no unique perspectives, no unique experiences to draw from. They know the media (and social media) they've consumed, and so they all come out of it looking, acting, talking, and writing the same way.
This is true for a lot of people who get hired for writing jobs, but it's not universally applicable. I'm no great writer, but the stuff I've written definitely isn't interchangeable with Avowed.
 

La vie sexuelle

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Note that the post-war generation also lived in prosperity.



Boomers were generally a fortunate generation but they were often poor as shit too. They might be living in prosperity relative to other times but many of them were living in mold infested homes barely warmer than outside. Many places had no bath or shower, they had a big metal tub with lukewarm water next to the fire and all 8 kids would be dunked in the same water then had to huddle by the fire. They had 1 toilet but it was outdoors. Etc. Healthcare etc was terrible at the time.

I think they were a unique generation. The Gen Xers too. They had privilege compared to how bad it could be but they were generally on the edge too. A lot of people were motivated to work hard and get good at their profession because they didn't want to live like their parents and their childhoods.

You probably mean the perspective from the other side of the Iron Curtain, but Butter was talking about Western writers. Note that in this limited region of the world (plus Japan) this was a period of rapid development. I don't think life has ever been so easy before or since. That's why Boomers are so demanding and arrogant - because the whole world has been set up for them. George Martin, in his book Atomic Armageddon, noticed already in the 1980s that this is the generation of people for whom diapers were invented and in the end old people's homes will be built for them. The most important things in order. And yet these arrogant people can, at least sometimes, come up with something interesting. Now it is both worse economically and even worse in terms of individual rights (and mental health in general).

There is a movie about the Romance Boomer mentality, Toto the Hero. It's a fascinating story that stretches from the boom of the 1950s to the "future", i.e. our times (Brussels is very aptly shown as a dirty, gray city full of immigrants from Africa :D).It is a vivisection of the boomer's soul, their desires, possibilities, whims and potential, and more broadly, how unique this generation was.



By the way, it's the story of a guy who's been wanting to fuck his sister all his life, which may be the most boomer romance thing in the world.


He will never write anything again. Not something that would normally be released.

From what i understand of the situation he will never write anything again not because he ran out of ideas or was a one hit wonder (though that may be the case i don't know) but because he is too retarded to get another job in the industry

In the gaming industry? Kurvitz will be lucky to find a job in the flat surface maintenance industry. Sometimes I wonder what he did for a living during Disco? Somehow I don't believe it's from music.
 

Roguey

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He will never write anything again. Not something that would normally be released.

From what i understand of the situation he will never write anything again not because he ran out of ideas or was a one hit wonder (though that may be the case i don't know) but because he is too retarded to get another job in the industry
Kurvitz's new studio Red Info is currently being funded by the Chinese.

He has the money, the issue is whether he can get it together to release another game. All his former co-workers at ZA/UM said that the success of Disco Elysium made him check out on a mental vacation even after a particularly long real vacation.
 

GrainWetski

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Robert Kurvitz probably wouldn't have been a great videogame writer if he was American. Life would have taken him elsewhere. The lack of other opportunities in Estonia for a guy like him is what allowed Disco Elysium to exist.
Yeah, he could've been sucking off negroes like a good little Amerimutt goy instead.
 

La vie sexuelle

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He will never write anything again. Not something that would normally be released.

From what i understand of the situation he will never write anything again not because he ran out of ideas or was a one hit wonder (though that may be the case i don't know) but because he is too retarded to get another job in the industry
Kurvitz's new studio Red Info is currently being funded by the Chinese.

He has the money, the issue is whether he can get it together to release another game. All his former co-workers at ZA/UM said that the success of Disco Elysium made him check out on a mental vacation even after a particularly long real vacation.

They won't finish any game.
 

Sòren

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Cyberpunk
Cyberpunk what? The game was dogshit and there was a lot of posts on plebbit and elsewhere where people were disappointed that the city is pretty but is just a movie set-piece with 0 interactivity, wooden NPC AI, police bounty system worse than GTA 3 and traffic simulation worse than a fucking LEGO game. Only normies who don't even like RPGs and just play movie games were wowed by Cyberpunk. All those "Real size Whiterun in UE" is how you end up with TW3 Novigrad or CP Night City - a pretty movie set piece that has 0 systems you can interact with as a player. I'll take Bethesda's village-sized capital instead if I have to choose (though I wish I didn't have to), thanks.

What pisses me off is how people are willing to excuse things like this too, as if they "don't matter". They do. If they aren't paying attention to the details then they are showing that they clearly don't give a shit.
I've followed the argument on the last couple of pages with some interest but it failed to properly develop, even this sentiment while correct doesn't cut it either. Obviously Roguey is wrong again as usual even if the things people post in response leave me wanting. Let's remedy this, shall we?

First Principles of Gaming and Why They Matter: Or Why Avoided is Shit

One of the absolutely basic and fundamental assumptions that are core to the entire world of gaming, not just digital video games, but all forms of games, is that the input of the player matters. The player makes a move or performs an in-game action according to predetermined rules and this has consequences to the game. I think we can all agree that this is the case, that if there is no activity on the account of the player it isn't a game at all.

This established we can move on to examine precisely what Obsidian has done that is so very bad in relation to this core idea. When it is pointed out that Obsidian has less dynamic interactivity this is hand-waved by Roguey with the answer that such things were never aimed for and it is wrong to judge a game for what it doesn't do, rather than what it aims to do and what it actually does. But what isn't being said by anyone in this thread so far is that not only has Obsidian moved into this genre niche with particular conventions and expectations, but also that there is a difference between not doing something at all, and letting the player do something to no effect.

Gaben's immortal wisdom applies here.



When a game allows you to shoot arrows all over the place, or swing your sword in any direction, or emphasize narrative choice and player freedom, it disrespects the player when doing these things yields no results. Be it in the sense of simulation that jumping into a water puddle doesn't make splashes, or throwing a grenade in a lake doesn't cause an even bigger splash, or that shooting a wall with a gun doesn't even produce bullet holes. Or simply that attacking an enemy doesn't do damage, or enough damage. These things are worse than doing nothing at all. In terms of the pure RPG genre we can compare it to skills or abilities not being properly or implemented at all but still letting the player pick them.

These sort of locked down cinematic games that don't allow you to hack away at anyone with a sword, or cause a mess in the cities by demolishing clutter, usually deal with this problem of not wanting to depict destruction or deal with the player's agency by simply removing it altogether. The typical AAA on-rails game in first person forces you to lower your gun when you aim at a friendly NPC, or removes your ability entirely to use weapons within certain zones. Avoided doesn't do this, instead letting you ineffectively pelt annoying characters with arrows or swing your sword right through them, which is even worse than not being able to do this at all.

If you think about it like this you'll notice that these things are not separate issues, being able to kill other characters, being able to move around objects, physics simulation, and general player agency. It's all one thing and Avoided tramples over all of it. Baldur's Gate 1, as bad as it was, allowed you to attack anyone, anywhere, because that was one of the ways you could interact with the game, one of the moves or actions. If there was some very annoying fight after a dialogue and you wanted to set things up better you could often just ignore the dialogue entirely and attack the enemy if initially not hostile on your own terms. Nobody complained about a lack of physics simulation because it wasn't one of the ways you interacted with the game, it doesn't matter if arrows get stuck in say a wooden sign or not if that's not within the possibility space to begin with and you can only fire them when you target enemies.

When it comes to first person action games environmental dynamism is fairly important since the realm of possibility here is that you can click the attack button and see what happens. Even back in 1996 Duke Nukem 3D understood this conceptually and allowed you to shoot objects to destroy or move them about, explode weak parts of walls to create passageways, and shoot innocent bystanders. In the phrasing of Roguey, Apogee didn't set out to make a game about murdering strippers, but that the game had to allow them to get shot even if not encouraged was a big part of respecting player agency. The less the environment and objects and entities within it react to the act of shooting, the less it feels like shooting.

It all goes back to Tim Cain's philosophy that if the player wants to do something within the scope of the game, she should be able to to do so, and have that decision respected. The only thing that has changed from his Black Isle days is that scope of the games have considerably shrunk, and even that is no longer fulfilled, giving you IOUs instead. It goes beyond developers showing that they don't care, or incompetency, lack of technical skill, choice of engine, lack of physics. It's much more fundamental than that.


those two posts raise some very interesting points, that i never even thought about before. i enjoyed almost every Piranha Bytes game (the exception being gothic 3, but i only played that for about 30 minutes). now i see that it was because of this reactive, interactive environment concerning NPCs in their games. exploring a settlement, or even a simple hut or farm in the outskirts, is just fun, because this reactivity requires you to observe, think (at least a little; maybe save and reload spamming) and then act, if you wish to make their treasures your own. Avowed doesn't even know what stealing is. neither does Cyberjunk.

one really has to pay their respects that PB stayed true to those principles until the bitter end. every NPC had their own bed for christ's sake.

but of course there are certain synergies. loot must be appropriate, game economy must be reasonable. i do not visit every house in skyrim to acquire randomized-item-number-239889 with 200 million in my pocket.

good quest design and writing is a different topic, but if a certain reactivity isn't even present on a mechanical level, it highly limits the player's and designer's possibilities. and fun.
 

anvi

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Cyberpunk
Cyberpunk what? The game was dogshit and there was a lot of posts on plebbit and elsewhere where people were disappointed that the city is pretty but is just a movie set-piece with 0 interactivity, wooden NPC AI, police bounty system worse than GTA 3 and traffic simulation worse than a fucking LEGO game. Only normies who don't even like RPGs and just play movie games were wowed by Cyberpunk. All those "Real size Whiterun in UE" is how you end up with TW3 Novigrad or CP Night City - a pretty movie set piece that has 0 systems you can interact with as a player. I'll take Bethesda's village-sized capital instead if I have to choose (though I wish I didn't have to), thanks.

Sounds terrible although all these open world games feel like that to me. GTA5 and everything else. The NPCs are all just like walking manequinnes, the traffic is all just like a backdrop. You can smash into it and nothing happens. Money is meaningless, gear is meaningless, the cars are meaningless. They just got carried away making a TV/movie and there's no good gameplay in all these games.

There have been to many shitty GTAs, Assassins Creeds, FarCrys, open world zombie games, open world dinosaurs, etc. None of them care about gameplay.

I always hated Bethesda for being so lame but some of their games put all the above to shame. I want to play action games too... I have played every GTA game including the original 2D games. I like the idea, I want it to be what it could be but the whole industry is a con now.
 

Quillon

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When it is pointed out that Obsidian has less dynamic interactivity this is hand-waved by Roguey with the answer that such things were never aimed for and it is wrong to judge a game for what it doesn't do, rather than what it aims to do and what it actually does.
If Obsidian didn't want such criticism they shouldn't have made their games look like first person bethesda immersive sim-style to begin with. If they made TOW & Avowed in the style of 3rd action Bioware(ME, DAI) no one woulda criticized them for the lack of such features.
 

anvi

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You probably mean the perspective from the other side of the Iron Curtain, but Butter was talking about Western writers. Note that in this limited region of the world (plus Japan) this was a period of rapid development. I don't think life has ever been so easy before or since. That's why Boomers are so demanding and arrogant - because the whole world has been set up for them.

Sounds like beyond the Iron Curtain but most of the UK was living like that post war. They were lucky to not be chimney sweeps but they were still living in extreme poverty in most cases. For years post war, most people had food ration books. It allowed each family only small amounts of cheese and meat etc.

It took decades for a middle class to develop and people had an alternative to terraced houses. They had a semi-detatched instead which was still basically a terraced house but they put a small gap between every other one.

There were terrible social things going on through all that time too. Like if a woman got pregnant and wasn't married, "people would come in the night" and take the baby away. The baby would be put up for adoption, or who knows what?! This was common, not some weird theory. A lot of people today will tell the same story as it happened to them. A lot of children were raised by a grandmother or auntie while their real mother was thought of as the auntie. I know a lady who had severe postnatal depression in the 60s/70s, and got put in an institution where she got electric shock treatments. (They didn't help...)

Basically most of the UK was no better than the worst of the Soviet region. I think that made some people work to escape the poverty. Whenever I see famous UK game devs like David Braben, Moloneux, Psygnosis etc. I think that poverty had a part on most or all of their lives.

But I do agree that boomers are generally arrogant and ignorant about the current situation. They were poor but they could work in a cafe or cinema or whatever and it covered their rent. They could save and buy a home etc. The cost of living was so cheap for them and their income was good in relation. They don't understand or care that all of that went out of whack today.
 

La vie sexuelle

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Basically most of the UK was no better than the worst of the Soviet region. I think that made some people work to escape the poverty. Whenever I see famous UK game devs like David Braben, Moloneux, Psygnosis etc. I think that poverty had a part on most or all of their lives.

There is some truth in this. After all, the UK had the artistic boom of the 1980s, the fruits of which were still being harvested in the early 2000s. They were usually people of working-class origins, or at least similar ones.

However, I still feel unconvinced for two reasons: a) Britain has always had elite artistic circles, largely based on the aristocracy. There are no strong artists of this origin, and the elite itself focuses on promoting post-colonial elites (e.g. Zadie Smith). But don't they promote them, among other things, because they can't do it themselves? b) The situation in the UK is difficult after 2000, as you will probably agree. And yet this poverty has yet to produce anyone of note. It's only been 25 years, but shouldn't the first ones have already bloomed?
 

Orange Clock

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I'd be really interested to learn the story behind the game's development because I think it's potentially very funny. Carrie Patel must have been caught in a Fawlty Towers type of farce scenario.

I mean, look at this. The marketing - presumably done by Microsoft - makes it sound like what people romanticise New Vegas as being like:
At the heart of Avowed lies its dedication to player choice. Inspired by the freedom of tabletop RPGs, the game puts the power in your hands. Your decisions ripple across the Living Lands, shaping alliances, influencing factions, and determining the fate of your companions. Whether you negotiate peace, spark conflict, or carve your own path through the chaos, your actions leave a lasting impact on the world of Eora.

This seamless blend of storytelling, exploration, and creativity makes Avowed an unforgettable RPG experience, offering an experience where every choice matters and every discovery feels personal.
What's written there is very straightforwardly not true. Like, that's not even a MrSmileyFaceDude ultra-charitable description of the game - it's just an outright lie. The game doesn't have these features, even in the most basic form. It has player choice in the same way Diablo and Titan Quest do.

I'm guessing that the chain of events is likely something like this:
1. Obsidian get to work on a cheap and lazy multiplayer co-op game, using the PoE setting to save even more money because there's no licensing cost. Patel reckons this'll be a low-effort way to keep the money coming in from Microsoft.

2. Phil Spencer calls to ask how it's going. Patel, in a moment of lucidity, realises that "we're making a co-op shooter that's sort of like first-person Dragon Age 2 combat" sounds terrible. She vaguely says that her team is working on "an RPG". Spencer's head begins to swim with visions of "the next New Vegas".

3. Work continues on the game. Microsoft's expectations swell, while Patel desperately tries to curb them. Spencer whispers in hushed tones to colleagues that Obsidian - "the genius team behind New Vegas" - are working on "the BG3-killer".

4. Patel sees how out of hand this is getting and voids her bowels. She rushes to the team and tells them to take what they've got so far and turn it into a single player RPG, on the double. This is done with the least effort possible, resulting in what we have now.

5. Patel remembers that people like the story in these games. She gathers the brains trust behind The Outer Worlds and asks them to recreate the liquid gold they gave us last time. After extensive thought, they come up with a winning plot: "an evil inquisition is burning and torturing people and the player has to kill lots of them". Patel desperately urges them to make the story less boring. Mustering every ounce of their creative genius, they come up with the following addition: "the player is a Chosen One".

Conducting market research, she watches a review of BG3 on YouTube and sees that people liked the companions. She tasks the team with coming up with some companions. Weeks pass in which the team stretch themselves to the limit, perfecting and refining their ideas. They come up with:
a) the art director's self-insert.
b) the dwarf from Dragon Age.
c) a mage. They can't think of much else for this one.
d) a funny little furry woman who makes sex jokes.

Patel, head in her hands, realises it's too late to fix this. She gives it the green light, because there's nothing else to do now.

6. The heart-stopping moment. Phil Spencer comes to visit, checking out the progress himself. Patel and her team have carefully prepared a trailer that's extremely ambiguous and shows dialogue options. Spencer throws another million at the project - this is going to be the game of the year.

7. The late 2024 release date approaches, and the ruse falls apart. Spencer asks for an actual copy to check out, and he sees the game that we see today. Dead silence in the room.

8. Spencer tells them to spend two months trying to fix the fucking thing, then puts it out on Gamepass to try and get a bit of cash back.
The marketing is your typical buzzwords, and Avowed do have this features, just not in the way they present it. It’s not the outright lie, it’s Todd Howard school of marketing.
Also Microsoft release all their games on Gamepass, quality or popularity of the product has nothing to do with it.
 

Roguey

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When it is pointed out that Obsidian has less dynamic interactivity this is hand-waved by Roguey with the answer that such things were never aimed for and it is wrong to judge a game for what it doesn't do, rather than what it aims to do and what it actually does.
If Obsidian didn't want such criticism they shouldn't have made their games look like first person bethesda immersive sim-style to begin with. If they made TOW & Avowed in the style of 3rd action Bioware(ME, DAI) no one woulda criticized them for the lack of such features.

:M

The first person view was inherited from Chris Parker's Skyrim, they just rolled with it.
 

anvi

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Basically most of the UK was no better than the worst of the Soviet region. I think that made some people work to escape the poverty. Whenever I see famous UK game devs like David Braben, Moloneux, Psygnosis etc. I think that poverty had a part on most or all of their lives.

There is some truth in this. After all, the UK had the artistic boom of the 1980s, the fruits of which were still being harvested in the early 2000s. They were usually people of working-class origins, or at least similar ones.

However, I still feel unconvinced for two reasons: a) Britain has always had elite artistic circles, largely based on the aristocracy. There are no strong artists of this origin, and the elite itself focuses on promoting post-colonial elites (e.g. Zadie Smith). But don't they promote them, among other things, because they can't do it themselves? b) The situation in the UK is difficult after 2000, as you will probably agree. And yet this poverty has yet to produce anyone of note. It's only been 25 years, but shouldn't the first ones have already bloomed?

Yeah the 80s really boomed in lots of ways. Brit music especially. In gaming there were lots of those working class hero types. Like the guy that made Manic Miner and Jet Set Willy and stuff like that. I think a lot of C64 era games were made by one man Brit devs.

Post 2000 West is a different story. The whole Western world has been going through a Managed Decline for a long time. The past 20 years that has really ramped up. Education is terrible now. And people are fed a barrage of insane politics. They also are raised by evil society to value social media and the phony world associated with that. The younger generations really got fucked up. Any half decent writer or programmer in the business today is a miracle.
 

La vie sexuelle

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Yeah the 80s really boomed in lots of ways. Brit music especially. In gaming there were lots of those working class hero types. Like the guy that made Manic Miner and Jet Set Willy and stuff like that. I think a lot of C64 era games were made by one man Brit devs.

Post 2000 West is a different story. The whole Western world has been going through a Managed Decline for a long time. The past 20 years that has really ramped up. Education is terrible now. And people are fed a barrage of insane politics. They also are raised by evil society to value social media and the phony world associated with that. The younger generations really got fucked up. Any half decent writer or programmer in the business today is a miracle.


Yes. It seems to me that the elites have invested enormous amounts of money to castrate the working class morally and spiritually, turning them into frightened, helpless slaves. The UK is a sad example of this. Even voting no longer leads to a change in course. Everything has been going the same for years, to an increasingly anarcho-autocracy where life is chaos except when you get convicted for a post from seven years ago. And the elite cannot see it from behind their armored vehicles.

Some time ago I saw such a picture in Paris - Tuileries, summer, lots of people in the park, one half are immigrants, the other are tourists, and the nearby metro smells of shit. At the gate, an Indian sells "fresh watar" from a bucket of ice, on the other side the arcades are full of trash and crap from the souk. But next to it is the same building that houses expensive restaurants, and next to it is a heavily armored car with curtains and security that is itching to shoot someone. There is no one to write to, it is difficult to survive after writing.
 

Falksi

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