Sensuki
Arcane
Encounter design is directly influenced by both system and creature design, which are both not very good anyway.
What does that even mean?Look, I don't deny that Obsidian put a lot of effort, dedication & love into PoE. They just didn't put it at the right places.
The Inn thing Infinitron mentioned is a good example. It's an effort to push things forward, to expand on something that no other RPG ever thought about. Cool. But should you really be worrying about that when basic things like the encounter design suck balls?What does that even mean?Look, I don't deny that Obsidian put a lot of effort, dedication & love into PoE. They just didn't put it at the right places.
Hear, hear! That's getting confirmed right now for me. Just the Duergar battle in Irenicus' dungeon tells a new player all he needs to know about IE games combat vs PoE combat, after he's played PoE. PoE combat is shit.I would have liked BG games more regardless of whether I've played them before, during or after trying out PoE, therefore what you propose is not interesting to me.
Agreed, I have much respect for whoever adapted deities from real-life pantheons to the game. They are fitting the fictional societies well, and they've paid attention to detail. I'm also in the minority of people who appreciate the work on languages, even though it's not really deep as in constructing complete fictional languages with grammars and a hundred-odd words. I agree with roshan's criticism as well though - I could see really pedantic amounts of attention to detail put into Athkatla, which are given to no area in PoE that I've seen.One of it is the setting/lore, regardless of the execution (infodumps and whatever) or whether you like it or not it's obvious a lot of care went into establishing a new setting, the history of it, various cultures, their customs, relations between them, the way Gods were presented etc.
Not just talking about RPG genre but in general, games usually just don't go into such detail in regards to the setting they occur in. It's where PoE has the biggest potential for me, I like when games try to make it feel like their world has a rich history and you're just a small, insignificant part of it.
I personally don't see any effort, dedication and love in POE at all...
One of it is the setting/lore, regardless of the execution (infodumps and whatever) or whether you like it or not it's obvious a lot of care went into establishing a new setting, the history of it, various cultures, their customs, relations between them, the way Gods were presented etc.
Not just talking about RPG genre but in general, games usually just don't go into such detail in regards to the setting they occur in. It's where PoE has the biggest potential for me, I like when games try to make it feel like their world has a rich history and you're just a small, insignificant part of it.
Agreed on the "not explored enough" part. Btw, the collector's book (I think it was the one) says that the fire of fire godlike doesn't burn or emit heat.I'm not really sure what is unique about the setting. I mean some of the concepts of the deities are interesting, but otherwise, most of it felt really flat, very much like a random mishmash of elements forced together. Take Godlikes, I can't understand at all how you have these creatures who are literally on fire, or beaming rays of moonlight, or contorted into an alien mask roaming around - it's not just that no one bats an eyelid, they're just totally out of place in the setting. Then you have saints and martyrs evoking a later monotheist Europe, but then everyone worships pagan gods. Then of course you have stuff like reincarnation taken from Indic philosophy, but none of that is explored logically or philosophically.
I agree, it started to get repetitive for me too. Everyone was blabbering about souls all the time.Instead what does the game deliver? Soulnado, soulpedo, soul rocks, soulcalypse, soul degeneration, soulsomeness, unsoulness, soulmancy, soul statistics, every retarded thing they could have possibly thought up about souls has somehow made it into the game.
That's Josh Sawyer for you. He prefers it "dry". I have no problem with low-key fantasy with very little "codified" knowledge about the supernatural. I even prefer it to the juicier high fantasy settings like FR. But that's me.Remove all the retarded soul stuff, and what you have left is just a really bland version of the Sword Coast, stripped of the mythic and the epic. Like someone soaked the Forgotten Realms in bleach for a few days and then stuck a bunch of random stickers on top of it. The whole thing just seems really insipid to me.
That's Josh Sawyer for you. He prefers it "dry". I have no problem with low-key fantasy with very little "codified" knowledge about the supernatural. I even prefer it to the juicier high fantasy settings like FR. But that's me.
That's Josh Sawyer for you. He prefers it "dry". I have no problem with low-key fantasy with very little "codified" knowledge about the supernatural. I even prefer it to the juicier high fantasy settings like FR. But that's me.
I think there's a pretty big difference between "dry" and "low key" or "low magic". There are different ways you could make low key and low magic work in a game. You could do so for example by making magic something more akin to witchcraft or the occult. Or you could go for a more Conanesque, sword and sorcery setting. You could also go for a middle of the road approach, high fantasy, but strip off the more derpy elements such as druids and rangers walking around with animals, etc. Hell even a Tolkienesque setting with a more limited bestiary and magic being more of a rarity would work.
But POE doesn't really do any of these things, it in fact indulges in all sorts of fantasy derpyness to an excess, even propagating MMO stereotypes such as the DPS rogue and the ranger as a pet trainer. Then you have the godlikes, as well as absurd fantasy races such as the Awaowaoh. But the dryness comes from the fact that none of these are utilized successfully to tell stories about the world and setting. The setting has no epic tales of alliances against the orcs, no romanticist notions of magic and the supernatural fading from the world, none of the weirdness of Planescape, nothing. Instead we get stories of Valians and Glanfathans, who apparently can be of any race, because otherwise it simply wouldn't be PC. It really feels like a ridiculous mishmash, where the designers couldn't decide whether they wanted to tackle cultures or races, and so both ended up being essentially irrelevant, and were too hindered by lack of creativity, political correctness and feminism to come up with anything actually interesting.
If your game is set in a high magic, FResque setting, and you are unable to play to the strengths of such because you weren't interested in such a setting in the first place, then you are obviously going to produce something stale, dry and boring. If you want your setting to be more medieval, but at the same time want to be radically PC and not offend anybody, then again you will fall flat. POE is unique in that it makes both these mistakes, it neither plays to the strengths of a pseudo-historical nor a high fantasy setting, it just melds the derpy and uninteresting aspects of both.
I feel like the design work went into world/lore building/engine beautification with quest/encounter design/story delivery taking a major hit.
Well thank you Josh, for this bit of insight.Josh Sawyer said:When it comes to literature in the world, I think a case can be made for some straight exposition (e.g. a history book), but when it comes to dialogue, I don't think writers do themselves any favors by using characters as encyclopedias. Critics usually slam writers who use character dialogue for straight exposition in any other medium; why should game dialogue be any different?
I feel like the design work went into world/lore building/engine beautification with quest/encounter design/story delivery taking a major hit.
Heh, and I just came back to show you this bit of proof, taken from my triple crown attempt:
Well thank you Josh, for this bit of insight.Josh Sawyer said:When it comes to literature in the world, I think a case can be made for some straight exposition (e.g. a history book), but when it comes to dialogue, I don't think writers do themselves any favors by using characters as encyclopedias. Critics usually slam writers who use character dialogue for straight exposition in any other medium; why should game dialogue be any different?
What a pretentious joker. This "use of dialogue for straight exposition" hits you in the face about an hour into the game. I guess it somehow avoided the creative lead's eagle gaze.
EDIT:
A minute later I accidentally hit Aloth with a Fan of Flames that I used against the buggers that were fighting us. As a result Aloth turned red and attacked me after the buggers were dead. Glorious.
Guaranteed it isn't, it was just that I reached Gilded Vale, and when I saw this dialogue the quote from Josh came to mind.That wasn't even the largest offender of narrative dumps.. Lady Webb and some of the animancers literally dump essays of history on your face.. not even mentioning the backer NPC's who are all walking encyclopedias (of crap)
And pretty much always you just get a different line of dialogue in a conversation or two down the line, it doesn't actually change anything most of the time.
But should you really be worrying about that when basic things like the encounter design suck balls?
Lead design was Josh's responsibility. If PoE had terrible level designers running amok, shame on who hired, assigned and approved their work.System design was Tim and Josh's responsibility. Encounter design was the level designers, who are terrible. But perhaps not irredeemably so, considering the gradual improvements of the also-terrible IWD team.
Lead design was Josh's responsibility. If PoE had terrible level designers running amok, shame on who hired, assigned and approved their work.
Just give them a copy of any decent D&D module, ask them to read it, then look at their dungeons and point out what's wrong.
This could had been so easy to resolve without dumping.I feel like the design work went into world/lore building/engine beautification with quest/encounter design/story delivery taking a major hit.
Heh, and I just came back to show you this bit of proof, taken from my triple crown attempt:
Well thank you Josh, for this bit of insight.Josh Sawyer said:When it comes to literature in the world, I think a case can be made for some straight exposition (e.g. a history book), but when it comes to dialogue, I don't think writers do themselves any favors by using characters as encyclopedias. Critics usually slam writers who use character dialogue for straight exposition in any other medium; why should game dialogue be any different?
What a pretentious joker. This "use of dialogue for straight exposition" hits you in the face about an hour into the game. I guess it somehow avoided the creative lead's eagle gaze.
EDIT:
A minute later I accidentally hit Aloth with a Fan of Flames that I used against the buggers that were fighting us. As a result Aloth turned red and attacked me after the buggers were dead. Glorious.
I personally don't see any effort, dedication and love in POE at all...
One of it is the setting/lore, regardless of the execution (infodumps and whatever) or whether you like it or not it's obvious a lot of care went into establishing a new setting, the history of it, various cultures, their customs, relations between them, the way Gods were presented etc.
Not just talking about RPG genre but in general, games usually just don't go into such detail in regards to the setting they occur in. It's where PoE has the biggest potential for me, I like when games try to make it feel like their world has a rich history and you're just a small, insignificant part of it.
I'm not really sure what is unique about the setting. I mean some of the concepts of the deities are interesting, but otherwise, most of it felt really flat, very much like a random mishmash of elements forced together. Take Godlikes, I can't understand at all how you have these creatures who are literally on fire, or beaming rays of moonlight, or contorted into an alien mask roaming around - it's not just that no one bats an eyelid, they're just totally out of place in the setting. Then you have saints and martyrs evoking a later monotheist Europe, but then everyone worships pagan gods. Then of course you have stuff like reincarnation taken from Indic philosophy, but none of that is explored logically or philosophically.
Instead what does the game deliver? Soulnado, soulpedo, soul rocks, soulcalypse, soul degeneration, soulsomeness, unsoulness, soulmancy, soul statistics, every retarded thing they could have possibly thought up about souls has somehow made it into the game.
Remove all the retarded soul stuff, and what you have left is just a really bland version of the Sword Coast, stripped of the mythic and the epic. Like someone soaked the Forgotten Realms in bleach for a few days and then stuck a bunch of random stickers on top of it. The whole thing just seems really insipid to me.
Want real setting detail, carefully crafted and thought out? Browse the Banner Saga world map. There's more interesting lore and worldbuilding on that map alone than in a hundred POEs.
I see a ton of things we could improve about the game/systems, but it's a lot of fun as-is. I'm about 65 hours in on a Hard play through. I'm not doing a complete run but I've done a good amount of the side content. The crit path stuff eventually becomes relatively easy when you're over-leveled and over-geared, but that's pretty much what we expected.
I can't tell if you're overestimating how developed the gameplay mechanics are when the vertical slice is made. The slice is more a technical demo of all the various gameplay programming components: classes implemented, skill system programmed, abilities impacting skills, hit resolution, the stronghold, maps, npc pathing, rendering of world states (day/night/water/whatever). Nothing will be really dialed in at that point.I think the way they prototype the game ("vertical slices") lends itself to designing not just combat but also rest and other systems simultanously.
The one quote that really bugs me is the one where Sawyer says that everyone hated the quest bonanza at the beginning of BG2... AFAIK everyone hates the opening dungeon, not the bonanza. If anything, the opening main act is the best part of BG2 and the highlight of the entire saga.