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Divinity: Original Sin Pre-Release Thread

Infinitron

I post news
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By all means, don't give a fuck about reactivity in a corridor shooter, but do give to reactivity through dialogue wheel as it's the actual debate.

What, are we going in circles now? Look, it's very simple: Reactivity in a corridor shooter != reactivity in a proper CRPG. They have different needs.
 

Lancehead

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FFS Infinitron, did I ever deny they have different needs? In fact I actually said they can have different needs. Here:
Like I said before, I'm not saying D:OS should use it because the game has different needs, and in fact given the choice between the wheel and the list, I'd pick the list. My point is that if you want a complex dialogue system, the wheel isn't exactly a serious hindrance. Case in point, Obsidian (who value such things as dialogue) in-house engine Onyx uses dialogue wheel.

And I haven't ever argued that the reactivity in a corridor shooter is of the same nature to that in a more sandbox game (or proper cRPG as would call it).
 

sea

inXile Entertainment
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What is "proper dialogue structure"? Alpha Protocol has linear, cinematic, non-repeatable conversations. That's not a good fit for every genre of game.
Whether dialogue is cinematic or repeatable has no significant bearing on how dialogue choices are articulated via the user interface, or vice versa.
 

Infinitron

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[What is "proper dialogue structure"? Alpha Protocol has linear, cinematic, non-repeatable conversations. That's not a good fit for every genre of game.
Whether dialogue is cinematic or repeatable has no significant bearing on how dialogue choices are articulated via the user interface, or vice versa.

Well, I don't agree.
 

Angthoron

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What is "proper dialogue structure"? Alpha Protocol has linear, cinematic, non-repeatable conversations. That's not a good fit for every genre of game.
Whether dialogue is cinematic or repeatable has no significant bearing on how dialogue choices are articulated via the user interface, or vice versa.
BioWare developed the "wheel" specifically because they felt it would have bearing on the reception of the "cinematic" dialogues. Similarly, Obsidian used it in AP for similar reasoning (and the "quick, reaction-based responses"). Granted, the same could be achieved either through Infinity-like dialogue boxes, or even Morrowind-like ones, but they did choose these specifically, so it does have some bearing in a sense.
 

ForkTong

Larian Studios
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ForkTong
So, uh how's itemizing coming along? Diablo-ey or that thing that was mentioned with each weapon having a specific advantage and all that?

Still gotta have that discussion (or just find time to play around with it), but I'm leaning heavily towards "a sword does dmg x and that's it and a bow does dmg y and that is that, and this and this is the pro and contra of those weapon types", where there are a couple of weapons with unique names that do a bit more or have special powers/properties. I wouldn't rule out randomly generated drops altogether, but I just wouldn't make those too powerful. I'm repeating myself here, hope I find time soon to fool around with a new system.
 

Angthoron

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ForkTong
So, uh how's itemizing coming along? Diablo-ey or that thing that was mentioned with each weapon having a specific advantage and all that?

Still gotta have that discussion (or just find time to play around with it), but I'm leaning heavily towards "a sword does dmg x and that's it and a bow does dmg y and that is that, and this and this is the pro and contra of those weapon types", where there are a couple of weapons with unique names that do a bit more or have special powers/properties. I wouldn't rule out randomly generated drops altogether, but I just wouldn't make those too powerful. I'm repeating myself here, hope I find time soon to fool around with a new system.
I personally like this approach more - then once you find a unique weapon (I don't know if they will have any flavour backstory text?), they genuinely feel unique and special.
 

SCO

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In My Safe Space
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Shadorwun: Hong Kong
I don't really expect even BG1 text size on this game. It was never the Larian tradition and if they are hiring writers right now, it probably won't be for the game either. It's a pity though.
 

Zeriel

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I don't think it was ever part of a KS thing.

Some here are pro full sentences, others are against that. As a producer, I'm against it at this point :)

I noticed there are actual full sentences dialogue options when talking to the companion. Is this something that is an option in the editor, or something you're going to lock in before you release?
 

SCO

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Shadorwun: Hong Kong
If video games have taught me something, it's definitely that radial interfaces ALWAYS suck. No exception.

The radial menu is the only part of ToEE's UI which is certifiably awesome.
ToEE input in general was incredibly retarded because of the unbelievably lazy and shortsighted option to put in key shortcuts on the fucking save files. Design your fucking serialization timelines and set different files for each.
 

Zed

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Codex USB, 2014
Any plan for an update soon?
I'm missing the daily updates with the upbeat music and an obviously strained Swen smiling for the camera :D
 

MicoSelva

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Kiril needs to drop the keyboard again, or at least drop the mic.
Or at least show his... Ok, we probably don't really want that.

I'm missing the daily updates with the upbeat music and an obviously strained Swen smiling for the camera :D
I was really impressed when in the final day of the campaign Swen and David played D:OS for four hours straight, without even taking a bathroom break. Also, if I recall correctly, Swen was after a sleepless night (not sure if David too). I really did not want to be in their place back then.
 

Arkeus

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Kiril needs to drop the keyboard again, or at least drop the mic.
Or at least show his... Ok, we probably don't really want that.

I'm missing the daily updates with the upbeat music and an obviously strained Swen smiling for the camera :D
I was really impressed when in the final day of the campaign Swen and David played D:OS for four hours straight, without even taking a bathroom break. Also, if I recall correctly, Swen was after a sleepless night (not sure if David too). I really did not want to be in their place back then.
ForkTong had a fabulous dress.
 
Joined
Dec 19, 2012
Messages
1,795
ForkTong
So, uh how's itemizing coming along? Diablo-ey or that thing that was mentioned with each weapon having a specific advantage and all that?

Still gotta have that discussion (or just find time to play around with it), but I'm leaning heavily towards "a sword does dmg x and that's it and a bow does dmg y and that is that, and this and this is the pro and contra of those weapon types", where there are a couple of weapons with unique names that do a bit more or have special powers/properties. I wouldn't rule out randomly generated drops altogether, but I just wouldn't make those too powerful. I'm repeating myself here, hope I find time soon to fool around with a new system.

I certainly hope random Diablo-esque drops make it in. Oddly enough, it's one of my favorite aspects of DD and DKS. Although I'll admit I may have spent some time save scumming quest rewards in the latter.
 

Grunker

RPG Codex Ghost
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Items that are strict upgrades to existing equipment = boring for the most part

Items that are functionally very different and thus face you with a question of which to equip = interesting

Baldur's Gate II did this extremely, extremely well. A progression in items so that you'd sometimes be exited about a strict upgrade, but many items with hugely varied effects that left you wondering which was best.
 

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