Mistake #1 - Steep Learning Curves: Tim thinks character creation in Fallout, Arcanum and other RPGs was too complex. He's experimenting with creating a completely numberless character system that uses geometric shapes to visualize attributes.
Mistake #2 - Letting Math Trump Psychology: Revealing the influence of the years he spent developing Wildstar, Tim wants to develop mechanics that are psychologically satisfying and addictive, even at the expense of mathematical elegance. For example, he says the player's first attack against an enemy should always hit even if his overall hit percentage is the same regardless, and that rather than allow players to increase their critical hit chance, they should only be allowed to increase their critical hit damage.
Mistake #3 - Conflating Player Skill With Character Skill: This one will be familiar if you've watched some of Josh Sawyer's talks.Aiming and hitting in an action-RPG should not be determined by character stats. On the other hand, things like the impact of recoil can be affected by stats, as well as the aforementioned critical hit damage.
Mistake #4 - Misunderstanding Randomness: Here Tim lays out his frustration with the sorts of people who can't believe they could miss a 95% chance-to-hit attack three times in a row. His conclusion is that when people talk about "randomness", they often mean selecting a token rather than rolling a dice (ie, events can't repeat themselves).
Mistake #5 - Forcing Linearity: This one is pretty self-explanatory. Tim says games are not movies, using Fallout's Tandirescue scenario with its multiple solutions as an example of the sort of non-linearity he prizes.
Mistake #6 - Being Non-Reactive: Tim seems particularly interested in the sort of reactivity where characters in the world have different dispositions based on your character's background, clothing and attributes, as seen in Arcanum. He also loves having different end
slides based on the player's choices in the game, using Temple of Elemental Evil's evil ending as an example.
Mistake #7 - Telling Horrible Stories: Tim uses this to emphasize again that games are not movies. Not every character in a game has to be important or advance the plot. Tropes likes the Chosen One protagonist and amnesiac protagonist are tiresome and should be
discarded.
Догадки:
Скорее всего не фэнтези. Намеки на Steampunk / Sci-fi / Post-apoc.
Многие разработчики Armored Warfare (в основном работавшие над 3D) перешли на этот проект.
Mistake #1 - Steep Learning Curves: Tim thinks character creation in Fallout, Arcanum and other RPGs was too complex. He's experimenting with creating a completely numberless character system that uses geometric shapes to visualize attributes.
Mistake #2 - Letting Math Trump Psychology: Revealing the influence of the years he spent developing Wildstar, Tim wants to develop mechanics that are psychologically satisfying and addictive, even at the expense of mathematical elegance. For example, he says the player's first attack against an enemy should always hit even if his overall hit percentage is the same regardless, and that rather than allow players to increase their critical hit chance, they should only be allowed to increase their critical hit damage.
Mistake #3 - Conflating Player Skill With Character Skill: This one will be familiar if you've watched some of Josh Sawyer's talks.Aiming and hitting in an action-RPG should not be determined by character stats. On the other hand, things like the impact of recoil can be affected by stats, as well as the aforementioned critical hit damage.
Mistake #4 - Misunderstanding Randomness: Here Tim lays out his frustration with the sorts of people who can't believe they could miss a 95% chance-to-hit attack three times in a row. His conclusion is that when people talk about "randomness", they often mean selecting a token rather than rolling a dice (ie, events can't repeat themselves).
Mistake #5 - Forcing Linearity: This one is pretty self-explanatory. Tim says games are not movies, using Fallout's Tandirescue scenario with its multiple solutions as an example of the sort of non-linearity he prizes.
Mistake #6 - Being Non-Reactive: Tim seems particularly interested in the sort of reactivity where characters in the world have different dispositions based on your character's background, clothing and attributes, as seen in Arcanum. He also loves having different end
slides based on the player's choices in the game, using Temple of Elemental Evil's evil ending as an example.
Mistake #7 - Telling Horrible Stories: Tim uses this to emphasize again that games are not movies. Not every character in a game has to be important or advance the plot. Tropes likes the Chosen One protagonist and amnesiac protagonist are tiresome and should be
discarded.
Догадки:
Скорее всего не фэнтези. Намеки на Steampunk / Sci-fi / Post-apoc.
Многие разработчики Armored Warfare (в основном работавшие над 3D) перешли на этот проект.
Cтимпанк дизельпанк и скайфай - ок. Постапокалипсис идет найух задолбали уже ядреными пустошами. Сделали бы про будущее с летательными аппаратами и шагающими роботами
Ни то, ни другое. Это своего рода вольный перевод этого поста, но на самом деле многие детали уже давно были известны.
Насчет издателя, Леонард недавно обмолвился, что он не работал с Paradox. Так что скорее всего, это не они. Лично я ставлю на THQ Nordic и Focus Home, но это может быть кто угодно на самом деле.
Луизана это же Pillars of Eternity 2, насколько мне известно. Сейчас у них 4.5 игры в разработке:
Cainarsky
PoE 2
Аддон для Tyranny (уже вышел)
Карточная игра по Pathfinder
И еще что-то новое, что они начинают раскручивать (если это твоя "Луизиана", то по нему по-моему вообще 0 инфы, я даже не слышал ничего)
Я просто на Кодексе читал, что у Обсидианов в работе игра Боярского и ещё один проект, причём на втором больше людей. Завтра попробую поискать на Кодексе.
Единственная игра, где людей может быть больше - это PoE 2, но Индиана так или иначе заберет на себя львиную долю разработчиков (если уже это не сделала), ведь это ААА (или АА) проект, с бОльшим бюджетом, да еще и мультиплатформа.
Напомни, у Атари остались экслюзивные права на d&d?
Мои гугл скиллз не помогли найти ответ на этот вопрос :/ Но сворд кост, невервинтер и ПТ ЕЕ выходили не под атари (по крайней мере, не напрямую, мб издатели принадлежали корпорации).
Mistake #1 - Steep Learning Curves: Tim thinks character creation in Fallout, Arcanum and other RPGs was too complex. He's experimenting with creating a completely numberless character system that uses geometric shapes to visualize attributes.
Mistake #2 - Letting Math Trump Psychology: Revealing the influence of the years he spent developing Wildstar, Tim wants to develop mechanics that are psychologically satisfying and addictive, even at the expense of mathematical elegance. For example, he says the player's first attack against an enemy should always hit even if his overall hit percentage is the same regardless, and that rather than allow players to increase their critical hit chance, they should only be allowed to increase their critical hit damage.
Mistake #3 - Conflating Player Skill With Character Skill: This one will be familiar if you've watched some of Josh Sawyer's talks.Aiming and hitting in an action-RPG should not be determined by character stats. On the other hand, things like the impact of recoil can be affected by stats, as well as the aforementioned critical hit damage.
Mistake #4 - Misunderstanding Randomness: Here Tim lays out his frustration with the sorts of people who can't believe they could miss a 95% chance-to-hit attack three times in a row. His conclusion is that when people talk about "randomness", they often mean selecting a token rather than rolling a dice (ie, events can't repeat themselves).
Mistake #5 - Forcing Linearity: This one is pretty self-explanatory. Tim says games are not movies, using Fallout's Tandirescue scenario with its multiple solutions as an example of the sort of non-linearity he prizes.
Mistake #6 - Being Non-Reactive: Tim seems particularly interested in the sort of reactivity where characters in the world have different dispositions based on your character's background, clothing and attributes, as seen in Arcanum. He also loves having different end
slides based on the player's choices in the game, using Temple of Elemental Evil's evil ending as an example.
Mistake #7 - Telling Horrible Stories: Tim uses this to emphasize again that games are not movies. Not every character in a game has to be important or advance the plot. Tropes likes the Chosen One protagonist and amnesiac protagonist are tiresome and should be
discarded.
Догадки:
Скорее всего не фэнтези. Намеки на Steampunk / Sci-fi / Post-apoc.
Многие разработчики Armored Warfare (в основном работавшие над 3D) перешли на этот проект.
Anthony Davis подтвердил на форуме, что инфа выше - легитна.
И да, сеттинг действительно не фэнтези, а какой-то микс из этих трех.
Последний раз редактировалось Carnagie_renamed_649366_11042022; 20.09.2017 в 00:39.
Нуменера 2? :) А то ж! Они двигло предоставляли для первой. Вот вам смесь трех сеттингов. Прикиньте, если новость об анонсе кикстартера во вторник была никому не замеченым намёком? :) Дикость, но порой сбываются самые безумные гипотезы.