prioritizing plot info and characterization in game dialogue

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  • Опубліковано 2 лют 2013
  • yeah
  • Ігри

КОМЕНТАРІ • 18

  • @Pietowndude
    @Pietowndude 11 років тому +48

    In This Video We Learned: How to make a game that is not Skyrim.

    • @strenghtbracer1826
      @strenghtbracer1826 Рік тому +4

      People have different values and views on what's interesting. Millions of people played and enjoyed skyrim, but I couldn't play It further than 10 hours in, as I quickly realized in such a big world there is not a single character I believe and care about, might as well be a game with none of them, just creatures and nature. And that is not the game I would really enjoy, however a lot of people did. What they probably love about bethesda is the sense of wonder and exploration it gives them in big worlds, and that's completely fine. I just wish they wouldn't call it rpg, but oh well, the term is so publicly broad now that they use it everywhere as a marketing tool.

  • @WizardHuntingWright
    @WizardHuntingWright Рік тому +5

    This is a really good advice. Brains are aware of information linked to strong emotions, so having some NPC deliver information ketchuped-up in strong emotions screams "this is important pay attention and memorize". We are social creatures; if something is important to others, it is important to us, and we know it is important to them because they signal strong emotions when talking about it.

  • @HawkeyeHamwich
    @HawkeyeHamwich 11 років тому +5

    #1 Game Designer

  • @Longknife
    @Longknife 11 років тому +4

    Just wanted to thank you (and Obsidian in general) for being so in touch with the fans. Not every developer is willing to take time out of their day to communicate with us and answer our questions about your games and general design philosophy, and I think that's one of the things that makes Obsidian such a cool company.
    Also fuck Formspring for expecting me to make an account to ask you questions now.

  • @Artcaneon
    @Artcaneon 11 років тому +3

    Josh for president.

  • @stasisbal
    @stasisbal 11 років тому +1

    Thanks for doing these!

  • @GuillaumeDrolet
    @GuillaumeDrolet 11 років тому +3

    Something about dialogues (and the whole game really) is that, I think, the player should feel engaged. If the game is really a Role Playing game, it should do its best to let the players do that.

  • @GothaBillsAndDeath
    @GothaBillsAndDeath 11 років тому +1

    Kind of how I felt in the main three casinos honestly... they didn't feel.... alive is one word for it, but revealing about the heart of new vegas.

  • @Optiganone
    @Optiganone 10 років тому +5

    Awesome beard

  • @TheChopstixman
    @TheChopstixman 3 роки тому +1

    Fuck Yeah Josh Sawyer

  • @Garvielok
    @Garvielok 11 років тому +2

    I just wanted to say here that i wish you luck on PE and i hope you manage to get it polished and nice.
    Every single obsidian sequel i've played improved on the original in every single possible way but fell short due to a bit of an unfinished feel (Kotor 2 ending :P)
    Question if you see this; did you work on the story for mask of the betrayer and the way that was designed? Because imo that was hands down the best rpg story to date.

  • @voltcorp
    @voltcorp Рік тому

    yo let's see how long I stay as the newest comment! the one below me is 9mo, next one 2yrs!
    awesome stuff, I'm planning out some shorts on narrative design and this is great advice.

  • @Einherjar212
    @Einherjar212 11 років тому

    And NOT look like a viking? No way josé.

  • @Femkroner
    @Femkroner 3 роки тому

    Like 200, ermergheeeed, Jusssh

  • @MrPingpongho
    @MrPingpongho 11 років тому

    Make more

  • @Cookie16monster69
    @Cookie16monster69 11 років тому +1

    Is this josh sawyer UA-cam channel