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Re: Бюро потерянных идей студии Obsidian
Сообщение от Carnagie:
Что известно точно по проекту "Cainarsky" (Cain + Boyarsky), то бишь Индиана:
  • Тим Кейн - директор проекта, Боярский - один из лидов (главный дизайнер, например).
  • Один из писателей Mass Effect 1/2 присоединился к ним в качестве Senior Narrative Designer, и скорее всего работает над проектом
  • Мультиплатформенный проект, больше, чем PoE 2, в плане бюджета и команды
  • Это абсолютно новый сеттинг, никак не связанный с Fallout, и др., разработанный Кейном, Боярским, и другими.
  • Однако он должен понравиться любителям Fallout, и имеет стиль и юмор Arcanum и Fallout
  • У них есть издатель / партнер по проекту
  • Игра разрабатывается на UE4. Obsidian экспериментировали с движком как минимум с 2015-го. Год назад они создавали сцену из Star Wars на движке: https://80.lv/articles/star-wars-sce...uction-in-ue4/
  • Боярский говорит, что это игра его мечты.
  • RPG философия Тима Кейна, или 7 ошибок, которые нужно обходить:
https://youtu.be/MEewLWDpscA


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.