You can really see Sawyer's views in his games. I am reminded specifically of Fallout: New Vegas in terms of weapon load outs. There are 5 weapon stats and they were all viable skills and each had differences. For example with guns you had ranged weapons the were common, but they had varying ammo. contrast energy weapons, E. Weapons were far less common, typically less accurate and they degraded in quality faster but they had universal, recyclable ammo and more powerful.
And then you have explosives which were incredibly powerful, killing enemies in 1-2 shots, but ammo was rare, expensive and heavy. Melee and Unarmed contrasted that unarmed worked well with critical hits and synchronized better with VATS, while melee was pure power
The thing with balance is that it's really more meaningful in PvP games. Otherwise, as you were saying, it's all about balancing options in the game so that all choices are viable. I think what's important games that you most likely play once is that you won't expect the average player to play beat the game more than one time. Which is why the player either has to have the chance to be guided well in his choices or that all options are relatively good.
That was interesting, thanks. You only give a choice to the player when there isn't a good or bad way to go, otherwise it's only an illusion of a choice (or a quizz), the point is that each answer has to be viable and considered by the game as you state. There shouldn't be any dead end for the sake of choices regarding stats or narrative, thus the character alignment system we all came to know. Many forget that, trying so hard but ultimately failing to be role-playing games.
Do you think that skills should be "balanced/equal" in quality only, not quantity? For example, if a player chose to put points into a skill that makes the character better with bows obviously that would be useful every time you're in combat. But if you chose say the ancient poetry thing, maybe finding ancient poetry would be a super-rare occasion, but would pay off hugely? So both skills are "equally useful" but the pay-off for one is small but consistent, and other big but more random.
Fallout 1, 2, and Tactics are perfect examples of what you are talking about. Each had at least a dozen worthless or broken skills and perks. I still love those games, but this is certainly an area where Fallout: New Vegas trumps the old ones. On the other hand, Neverwinter Nights did a great job of getting that content in to support the skills: I remember being pleasantly shocked that animal empathy actually did something.
I like your philosophy, but how do you feel about letting the player save points/choices when leveling up? in the old games you kinda gained everything all @ once i kinda wish there was a way you could gain your hitpoints/hitrating w/e and save the decision of how you want to be good in and out of combat until you know exactly what the companions who travel with you are capable of so they dont overlap.
Just had an idea. "potential DLC" skills. So if a number of players get a particular option that's pretty much useless in the vanilla game. In DLC, however that skill will play a major part..
This was actually true for a few parts of Dead Money if I remember correctly. Lots of high skill checks for support stats leading up to the final confrontation containing a few skill 100 checks that aren't seen elsewhere, for anyone that chose to specialize prior to that moment.
Well, they did have all the content and resources created for Van Buren/Black Isle's Fallout 3 available to them before starting F3. They just don't subscribe to these ideas.
Survival Skill lets you craft potent healing foods that much better than jamming yourself with Stimpaks for restoring HP and Charisma while largely a dump stat actually comes into play if you are playing a pacifist as you need 6 CH and 45 in Survival for Animal Friend at Lvl. 10 so wild animals don't jump you.
have a crazy question... but first let me say I AM NOT A GAMER OR DEVELOPER, but with that said, I want to know can you make a 3D game that also has live real 2D objects or people?
That's a terrible idea. "Oh, you picked a bad skill? Well, if you give us more money for extra content it'll be useful to you!" If a skill isn't going to be useful until some DLC, don't include it in the base game but rather include it in the DLC.
Well I do not agree. The Realms have a great and rich lore, and a lot of good contemporary fantasy authors (not to mention Ed Greenwood) have contributed to it. In my humble opinion it is the best fantasy setting, and I really love running my adventures or playing in it. I feel when it comes to cRPG only Obsidian would do it justice it deserves. Well, a girl can dream....
Why ? Forgotten Realms is one of the most generic D&D setting and I'd rather have them work on a new world/universe considering the talents they have on board.
You can really see Sawyer's views in his games. I am reminded specifically of Fallout: New Vegas in terms of weapon load outs. There are 5 weapon stats and they were all viable skills and each had differences. For example with guns you had ranged weapons the were common, but they had varying ammo. contrast energy weapons, E. Weapons were far less common, typically less accurate and they degraded in quality faster but they had universal, recyclable ammo and more powerful.
And then you have explosives which were incredibly powerful, killing enemies in 1-2 shots, but ammo was rare, expensive and heavy. Melee and Unarmed contrasted that unarmed worked well with critical hits and synchronized better with VATS, while melee was pure power
The thing with balance is that it's really more meaningful in PvP games. Otherwise, as you were saying, it's all about balancing options in the game so that all choices are viable.
I think what's important games that you most likely play once is that you won't expect the average player to play beat the game more than one time. Which is why the player either has to have the chance to be guided well in his choices or that all options are relatively good.
Ancient poetry always guarantees hot times indeed. Thanks again for making these video responses, it's awesome.
That was interesting, thanks.
You only give a choice to the player when there isn't a good or bad way to go, otherwise it's only an illusion of a choice (or a quizz), the point is that each answer has to be viable and considered by the game as you state. There shouldn't be any dead end for the sake of choices regarding stats or narrative, thus the character alignment system we all came to know. Many forget that, trying so hard but ultimately failing to be role-playing games.
viability and maximum efficacy are often far apart, especially when maximum efficacy is largely dependent on tactical, not strategic, choices.
Do you think that skills should be "balanced/equal" in quality only, not quantity? For example, if a player chose to put points into a skill that makes the character better with bows obviously that would be useful every time you're in combat. But if you chose say the ancient poetry thing, maybe finding ancient poetry would be a super-rare occasion, but would pay off hugely? So both skills are "equally useful" but the pay-off for one is small but consistent, and other big but more random.
Great stuff, as usual.
Fallout 1, 2, and Tactics are perfect examples of what you are talking about.
Each had at least a dozen worthless or broken skills and perks. I still love those games, but this is certainly an area where Fallout: New Vegas trumps the old ones.
On the other hand, Neverwinter Nights did a great job of getting that content in to support the skills: I remember being pleasantly shocked that animal empathy actually did something.
Chekhov's Gun: If you tell something to the reader that doesn't have any bearing on the immediate story, it better be important later.
I love these videos.
This man speaks truth.
thanks for sharing :3
I like your philosophy, but how do you feel about letting the player save points/choices when leveling up? in the old games you kinda gained everything all @ once i kinda wish there was a way you could gain your hitpoints/hitrating w/e and save the decision of how you want to be good in and out of combat until you know exactly what the companions who travel with you are capable of so they dont overlap.
Funny joke question. Then a nice thoughtful answer. double win.
Just had an idea. "potential DLC" skills. So if a number of players get a particular option that's pretty much useless in the vanilla game. In DLC, however that skill will play a major part..
This was actually true for a few parts of Dead Money if I remember correctly. Lots of high skill checks for support stats leading up to the final confrontation containing a few skill 100 checks that aren't seen elsewhere, for anyone that chose to specialize prior to that moment.
I wish that Obsidian had bought all rights for Forgotten Realms from wizards T.T
Well, they did have all the content and resources created for Van Buren/Black Isle's Fallout 3 available to them before starting F3. They just don't subscribe to these ideas.
Survival skill in fnv? Charisma SPECIAL stat? how do you feel those worked out as charisma has almost no impact and survival is quite niche
Survival Skill lets you craft potent healing foods that much better than jamming yourself with Stimpaks for restoring HP and Charisma while largely a dump stat actually comes into play if you are playing a pacifist as you need 6 CH and 45 in Survival for Animal Friend at Lvl. 10 so wild animals don't jump you.
So, haiku rap battles confirmed?
Fuck Yeah Josh Sawyer
No he's JE Sawyer
Generic? lol You mean one of the most fleshed out and interesting settings.
have a crazy question... but first let me say I AM NOT A GAMER OR DEVELOPER, but with that said, I want to know can you make a 3D game that also has live real 2D objects or people?
You got me curious, what do you mean?
That's a terrible idea. "Oh, you picked a bad skill? Well, if you give us more money for extra content it'll be useful to you!" If a skill isn't going to be useful until some DLC, don't include it in the base game but rather include it in the DLC.
Well I do not agree. The Realms have a great and rich lore, and a lot of good contemporary fantasy authors (not to mention Ed Greenwood) have contributed to it. In my humble opinion it is the best fantasy setting, and I really love running my adventures or playing in it. I feel when it comes to cRPG only Obsidian would do it justice it deserves. Well, a girl can dream....
Why ?
Forgotten Realms is one of the most generic D&D setting and I'd rather have them work on a new world/universe considering the talents they have on board.