Pretty much all publishers are, or at least were, when both inXile and Warhorse tried to pitch their rpgs to them.What? People are saying RPG's are dead?
That last part was a bit unnecessary even though a lot of gamers do not like to read.
There was voice acting in the original.
I'm in love.
In the visual aspect, I hope they deliver on the most urban settings, the original mock up of that city still resonates in my dreams.
I really enjoyed what I saw in terms of dialogue and that they decided to highlight a fast version a quest being a manipulative bastard, really good take. The otherworldly hints were great, but I want weirder and rich environments if possible. Awesome music, but that was a given.
What can change the nature of RPGs?
Pretty much all publishers are, or at least were, when both inXile and Warhorse tried to pitch their rpgs to them.
I am so motherfuckingly happy that crowd funding exists.
Crowdfunding is amazing and im really happy to have backed this, but isnt only 83k backers actually validating publishers' fear of Rpgs? I thought there were a lot more peoples supporting this game, and of course its not representative of sale numbers but its not something to brag about?
I dunno. Torment (and WL2) will turn off so many because you're reading so much compared to even the most verbose CRPGs. I mean, they're really on the level of the most wordy text-adventures, just with a graphical layer to them. I think it's an important thing to note even if it bugs some people for whatever reason. I don't know if everyone is going to dig the non-combat direction of the Torment game (despite that being quite faithful to the Planescape game), either, so I think it might be something to emphasize in the push toward its eventual release, whenever that is. I view it as a badge to wear and a way to advertise how this game differentiates. Otherwise, people might get the idea that they're going to play a BG or ID game that does have plenty of direct conflict.
Well, specific types of RPGs.
Bethesda doesn't have a problem with their rpgs, nor EA with Dragon Age or Mass Effect or CD Projekt with W3, etc.
Crowdfunding is amazing and im really happy to have backed this, but isnt only 83k backers actually validating publishers' fear of Rpgs? I thought there were a lot more peoples supporting this game, and of course its not representative of sale numbers but its not something to brag about?
I just finished Divinity:Original Sin. The discrepancy in dialogue UI is immediately apparent.The weakest part to me really seems to be the UI design, but it's still miles better than WL2. Seems to be a bit of an inXile weakness in general.
Well, specific types of RPGs.
Bethesda doesn't have a problem with their rpgs, nor EA with Dragon Age or Mass Effect or CD Projekt with W3, etc.
*cough*Crowdfunding is amazing and im really happy to have backed this, but isnt only 83k backers actually validating publishers' fear of Rpgs? I thought there were a lot more peoples supporting this game, and of course its not representative of sale numbers but its not something to brag about?
Best selling Larian title, too.*cough*
Divinity had 20k backers.
It sold over 500,000 copies in first two months.
*cough*
Divinity had 20k backers.
It sold over 500,000 copies in first two months.
If people missed the actual kickstarter it was mostly based on here is a video about how publishers are idiots and will not let me make this game for the last 20 years. please help.
so the little jab at the end is right up with the rest of their campaign.
Hell roberts did the same thing with the announcement of star citizen (well not so pubs are idiots more of the i am a pc space sim game and i am dead thing).
Kevin Saunders said:Thanks for all of the feedback, Andy86c, and others! Some notes on the Conversation UI (and some related topics), as shown in the video:
- Its maximum size is customizable by the player. It's a little subtle, but you can see this in the video -- in the second conversation with Artaglio, the maximum size was lowered by the player, and thus the text portion didn't scroll upward. The current version actually can condense down another 25% or so, but this isn't shown in the video. We haven't finalized the range of options that will be available.
- We haven't implemented it yet, but font size will be customizable by the player, too. We made the font a little large for the video so that the text would be more readable when the video isn't full screen. We haven't finalized the range of text sizes that we will support. The barkstring text size might also be adjustable and we made it a little larger for purposes of readability in the video.
- We plan to make the "help" text be togglable by the player (i.e., the yellow text reveal that Lore: Civilization was why you could see that first player response that's chosen). (We haven't implemented this option yet.)
- We are undecided on how much detail to expose for Tide changes. We may allow an option like you see in the video. But even in that case, we are thinking about more subtle effects and not brazen text like that. For the video, we wanted to convey the presence of the Tides and since we hadn't reach a final design or implementation for this aspect, we went this route. (This is one of the very few things shown in the video that was "fake" -- though the Tides are implemented and can be increased in dialogue, those "Tide rises" messages were just added to those lines in the conversation, instead of being generated programmatically.)
- Correct -- most conversations won't be voiced, actually. The Companion global dialogues will be partially voiced. Key story conversations will be voiced, at least partially. Some major NPCs will have a few lines where we feel that the player hearing their voice will particularly help in establishing the character.
We do intend to voice companion barkstrings, such as Matkina's statement upon reaching the yellow glyphs. Companion interjections will be voiced in conversations that have other characters voiced, as shown in the second conversation with Artaglio. Were Artaglio not voiced, Matkina wouldn't be either.
(To be honest, Artaglio is a minor enough character (in the current design, you never have to talk to him) that he probably wouldn't be voiced in the real game. We partially voiced him for purposes of the video, to illustrate how our voiced conversations might be, and also because voice adds a lot to the scene and the video. (The voice actor was our talented audio director, Alex Brandon, so it was essentially free.))
- We plan for character barkstrings (e.g., the guards outside the gate, Matkina) and descriptive text (e.g., the putrid remains, the heat generator) to have different looks to better differentiate them. We haven't yet implemented the distinction in the display of these types of information, so they appear the same in the video.
- Of course, we do intend to iterate on the Conversation UI throughout development. What you see in the video represents our first, mostly complete, pass. As you might infer by the empty space on the left and some of the elements on the right, there are some other ideas we are still developing and experimenting with. (And of course, the reactions we see regarding this version will have some influence on any changes we might make.) We have a long way to go still before TTON is done, and conversations are the heart of it. So you can bet it will remain a priority for us throughout development.
I honestly didn't even realise this wasn't the same game as Pillars of Eternity until a couple weeks back. I guess I'll pick it up at some stage.
Ermm..no. Not specific types of RPGs. What you named are all self-funded RPGs. Internally developed by publishers themselves. That's a lot less risky and more profitable than signing 3rd party dev, especially if they would want to keep the IP.Well, specific types of RPGs.
Bethesda doesn't have a problem with their rpgs, nor EA with Dragon Age or Mass Effect or CD Projekt with W3, etc.
Ermm..no. Not specific types of RPGs. What you named are all self-funded RPGs. Internally developed by publishers themselves. That's a lot less risky and more profitable than signing 3rd party dev, especially if they would want to keep the IP.