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Lacrymas

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Pathfinder: Wrath
Rpg with lots of shit writing.

Probably, though my statement was more along the line of "what is actually being "driven by" the story in this RPG (or any game for that matter)?" and how is that even possible. It's like saying "this visual-driven film" or "this character-driven music", it doesn't actually mean anything.
 

Roguey

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I don't know what "story-driven RPG" means.

In the old days story-driven would describe RPGs where role playing didn't have much affect except changing some relatively minor narrative details e.g. Torment.
 

Kem0sabe

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Probably, though my statement was more along the line of "what is actually being "driven by" the story in this RPG (or any game for that matter)?" and how is that even possible. It's like saying "this visual-driven film" or "this character-driven music", it doesn't actually mean anything.
I understood what you meant, was being fastidious. I think most rpgs are story driven in one way or another, as the plot is usually what keeps players moving from point a to point b.
 

Lacrymas

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Pathfinder: Wrath
In the old days story-driven would describe RPGs where role playing didn't have much affect except changing some relatively minor narrative details e.g. Torment.

That actually makes some sense, though I wouldn't necessarily call it "story-driven" because it sounds like a corporate buzzword that doesn't mean anything.

I understood what you meant, was being fastidious. I think most rpgs are story driven in one way or another, as the plot is usually what keeps players moving from point a to point b.

So *the player* is being "driven by" the story? Or the characters? So they are "story-driven characters"? The fuck?
 
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Story-driven means they hope the writing will make up for thoughtless game mechanics. Alas, writing is hit-or-miss. Executives should stop the retarded gambling schemes involving their businesses -- executives gambling with their money is why the market crashes every few years.
 

Zombra

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Story-driven means they hope the writing will make up for thoughtless game mechanics. Alas, writing is hit-or-miss. Executives should stop the retarded gambling schemes involving their businesses -- executives gambling with their money is why the market crashes every few years.
Yeah, all games should be made strictly according to profit:loss projections based on current mass market trends.
 

LESS T_T

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Codex 2014
Didn't know that they've been advertising "the writing talents of Chris Avellone" as a feature of the game in press releases o_O

About Divinity: Original Sin 2

Divinity: Original Sin 2 is the sequel to Larian Studios’ critically acclaimed RPG, featuring cooperative and competitive questing for 1-4 players, story-changing character origins and traits, a huge array of elemental and environmental interactions, and the writing talents of Chris Avellone.
 

Athelas

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Didn't know that they've been advertising "the writing talents of Chris Avellone" as a feature of the game in press releases o_O
It would be hard to notice, considering D:OS 2 shares that trait with about a dozen recently released or soon to be released RPG's.

All kidding aside, I guess that means his role might be expanded.
 

Lacrymas

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Pathfinder: Wrath
All kidding aside, I guess that means his role might be expanded.

Someone mentioned that his role IS expanded, but we never got a source or confirmation. Also, if MCA was writing for my game I'd also be advertising it and shouting it from the rooftops.
 

Infinitron

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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
Swen says the console version of D:OS was commercially successful.

Swen seems to try to clarify what he said about the relationship system in the previous talk. The character who initiated an interaction is the one who gets to have the final decision on something, but the effect of his decision on his relationships are something he has to take into account.

A new genre - the NCMG (Narrative Competitive Multiplayer Game)

Players competing to be the first one to assassinate somebody.

Swen describes all sorts of scenarios in which players cooperate or compete to escape from a prison/ghetto area called Fort Joy. Distracting guards, going through sewers, evading elevated security after people have already escaped, all sorts of stuff.
 
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LESS T_T

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Codex 2014

Infinitron

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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
Now he's talking about combat improvements.

The addition of height as a factor. Napalm-like necrofire that can't be doused by water, created by applying a curse to regular fire. That can be vaporized to create a cursed cloud.

You can polymorph yourself into another race, gaining all of that race's skills. In dialogue you'll be treated as a member of that race.

There's also cursed oil. Swen doesn't want to say what it does.

"Many people are skeptical of our Game Master mode, including some of the writers at RPS" +M

Pretty rushed talk. Question time now.

"You can talk to animals and you can talk to ghosts. Can you kill a dog and talk to its ghost?" "Yes."

lol

Swen doesn't want to talk about Game Master mode yet.

Modding improvements - the simpler stuff will be made easier to do (placing tiles and characters, etc). Complex stuff will still be complex, though (but they'll try to improve documentation)

Example of competitive play - two different factions want to learn the secret of Necrofire. Different players might want to get it for their chosen faction.

Take a green poison potion and dye it red to look like a health potion to poison your buddies :P

Swen says the game has multiple world maps you progress through. This seems to imply that there's some gating, but according to him it's a "very little" amount.

Writing stuff - elves all speak in the present tense, because they don't understand the concept of history.

Swen hints at a culture clash between Sarah Baylus and the Irish writers, heh.

They thought Fort Joy would take two hours to play, but then it took players six hours to finish it. Swen hints that a lot of cutting and trimming goes on behind the scenes.

Different origins hate each other, by design. Lizards hate humans. It'll be much harder for characters from those origins to get into a positive relationship.

And it's over.
 
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Sjukob

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Different origins hate each other, by design. Lizards hate humans. It'll be much harder for characters from those origins to get into a positive relationship
Writing stuff - elves all speak in the present tense, because they don't understand the concept of the past.
Typical video game bullshit . Seems like it's beyond developers understanding that characters of the same race can have different views and cultural aspects because of their different origins . But I hope I wrong though .
 

Kem0sabe

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I don't think most people's problems with the original were down to game mechanics, except maybe the speed of combat, the writing, characters and plot were a big issue for people to keep playing past the first half of the game.

So far they have been talking about improvements to the game mechanics, with a lot of superfluous stuff being mentioned, stuff that most of us will never use beyond a solution to particular quest or another.

What will make or brake this game will be the writing and character, it has to be light-years better than the first game.
 

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