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Cain on Games - Tim Cain's new YouTube channel

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth

I talk about a setting design technique where you make a single change to an otherwise familiar setting, and then you imagine all the effects that one change would have.
 

Necrensha

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That's kinds like becoming a jedi on Star Wars Galaxies, an excellent way of making all the autists and minmaxers buttmad.
I applaud any idea that will increase the global levels of anger.
 
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Tim keeps mentioning ''the economy'' as if it was something that devs have any control over.

They do. They just suck at it, usually.

If items weight a lot and you can only carry a select few, I'm sure that more than one player may decide to simply take 5 additional trips back and forth to sell everything.
It would be better to make loot rare and more valuable while keeping a reasonable amount of the weight system, instead of doing the usual move of flooding you with garbage and then expecting the players to decide which one of these 29 enchanted axes that you got on the first 5 minutes of the dungeon is worth using.
Nevermind the part where this type of design forces you to have a dedicated mule cause your twink wizard boy can't hold more than 2 scrolls in his pathetic arms without breaking down into tears, that's another issue with linking the weight system to strength.

The mule is a good RPG mechanic as long as it's conceptualized as such, not as a necessity due to bad game design (e.g. the game economy relies on the player selling junk). Do I take the sports car or the pick up? Maybe my character requires more inventory space than others because he has to craft stuff, use throwing items, or switch equipment frequently.

There's also perks like Pack Rat for people who really want the inventory capacity and that maybe don't have a lot of STR, which unfortunately is a dump stat for many builds in Fallout.

Completely agree on games that shower you with enchanted items that are all the same. D:OS really annoyed me with that crap. I'm OK with sorting through loot that has no value and can't be sold(at least for most characters). Maybe there's a character that needs to collect steel pipes, while others can just ignore them.
 

KeighnMcDeath

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uh... they're saying he doesn't talk enough and they want more? Maybe they want his secret pillow talk and an invitation to his parlor for "luvy time?"
 

Roguey

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Another meta-video emphasizing how he's just telling stories here.


Amusing bait -

He's seething over how older generations fall for fake news and younger generations fall for social media influencers.

He's befuddled by all the capitalism-hating young people who can't quite articulate what it is they want to replace it with.

He says a lot of you wouldn't like being in the industry and also that the industry wouldn't like having you either. :lol:

He says Fallout and Arcanum are the most Tim Cain-games he's worked on. Not The Outer Worlds apparently.

Biggest bait for last:
I hope you make modern versions of those, you know, modern graphics and modern engines and modern story techniques and modern subtexts of social and political and whatever issues you want to address. My games have been full of them. Wokeness didn't happen yesterday - games have always had a perspective, they've always had things in there, but I want to be clear, it's been a subtext of my games, not the context. I never made a game saying "let's talk about racism," instead it was a subtext of Arcanum portrayed in different ways.
 

Tyranicon

A Memory of Eternity
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He's seething over how older generations fall for fake news and younger generations fall for social media influencers.

He's befuddled by all the capitalism-hating young people who can't quite articulate what it is they want to replace it with.

He says a lot of you wouldn't like being in the industry and also that the industry wouldn't like having you either. :lol:

Based.
 

RunningWolf

Learned
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but I want to be clear, it's been a subtext of my games, not the context. I never made a game saying "let's talk about racism," instead it was a subtext of Arcanum portrayed in different ways.
"Subtext" of Gnomes being irredeemable hook-nosed spawns of evil that are behind the most heinous shit in Arcanum universe? Or that the women have inferior strength to men of their races, instead having more constitution so they can better take a beating?

The days when he still had testosterone and didn't have to tiptoe around DEI commissars.
 

Redshirt #42

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Is there a video where Tim talked about the Gnomish Ogre Breeding Program questline? There was one where he mentioned the strength difference, he said he thinks it was fair and that there was a background that fixed it for those who didn't like it.
 

Roguey

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Is there a video where Tim talked about the Gnomish Ogre Breeding Program questline? There was one where he mentioned the strength difference, he said he thinks it was fair and that there was a background that fixed it for those who didn't like it.
The interview with Boyarsky where Leonard said he came up with it and is Jewish himself.
 

NecroLord

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Is there a video where Tim talked about the Gnomish Ogre Breeding Program questline? There was one where he mentioned the strength difference, he said he thinks it was fair and that there was a background that fixed it for those who didn't like it.
Leonard was really into the X-files.
 

The Bishop

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Biggest bait for last:
I hope you make modern versions of those, you know, modern graphics and modern engines and modern story techniques and modern subtexts of social and political and whatever issues you want to address. My games have been full of them. Wokeness didn't happen yesterday - games have always had a perspective, they've always had things in there, but I want to be clear, it's been a subtext of my games, not the context. I never made a game saying "let's talk about racism," instead it was a subtext of Arcanum portrayed in different ways.
Having a perspective is not what it's about though? In the past a dev (like Tim) would look out in the real world for some archetypical behavior around real issues, then create characters embodying those archetypes. The ultimate goal was to spice up the game world and make it feel more real and more believable. Modern approach is to pick an issue, then dedicate your product to educating the masses on who is right and who is wrong, done in the most artificial and ham-fisted way possible. This really isn't about having a perspective.
 

NecroLord

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Biggest bait for last:
I hope you make modern versions of those, you know, modern graphics and modern engines and modern story techniques and modern subtexts of social and political and whatever issues you want to address. My games have been full of them. Wokeness didn't happen yesterday - games have always had a perspective, they've always had things in there, but I want to be clear, it's been a subtext of my games, not the context. I never made a game saying "let's talk about racism," instead it was a subtext of Arcanum portrayed in different ways.
Having a perspective is not what it's about though? In the past a dev (like Tim) would look out in the real world for some archetypical behavior around real issues, then create characters embodying those archetypes. The ultimate goal was to spice up the game world and make it feel more real and more believable. Modern approach is to pick an issue, then dedicate your product to educating the masses on who is right and who is wrong, done in the most artificial and ham-fisted way possible. This really isn't about having a perspective.
Devs also used to read a lot back then and were generally informed about many different things.
Nowadays devs just seem to throw in their games whatever shit is most popular with the normies and doesn't antagonize the woke mobs.
 

Zed Duke of Banville

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Fo1-Tardis.gif


Unusual Call Box is a special encounter in Fallout.

Overview
When the Vault Dweller enters the map, all that can be seen (beyond the usual desert dust) is a large blue police call box. When the Vault Dweller approaches this unusually-located object, the light on top starts spinning, and the box slowly vanishes into thin air with a whooshing sound, leaving behind only a motion sensor.

Behind the Scenes
  • This encounter is a reference to the British sci-fi show Doctor Who, and the blue box is the Doctor's time travel machine, the TARDIS (Time And Relative Dimensions In Space), which is bigger on the inside.
    • The white panel, indicating the front of the machine and in the show read "Pull to Open," is incorrectly on the right side of the box as opposed to the left, which did happen on Doctor Who between 1966 and 1968. Additionally, the sound the TARDIS makes while vanishing is quite different from the distinctive sound effect the show uses.
 

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