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- Jan 28, 2011
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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.
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.
I talk about a fun mechanic for a computer RPG: withholding knowledge of the players' powers and letting them figure it out.
Tim keeps mentioning ''the economy'' as if it was something that devs have any control over.
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.
He talks too much.
Notice how both Roguey and Infinitron rated your well thought out, and absolutely correct post as NO.Somebody needs to have an intervention with the dude. He needs to stop.
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.
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.
"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?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.
The interview with Boyarsky where Leonard said he came up with it and is Jewish himself.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.
I talk about my space combat toy game some more, this time showing the newly implemented features I talked about wanting to add in Part 1.
Leonard was really into the X-files.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.
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.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.
Devs also used to read a lot back then and were generally informed about many different things.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.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.
And here comes Fallout 2 with the pop culture reference galore.Old games were mostly made up of Monty Python and Star Trek references.