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UpInFlames

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#1 UpInFlames
Member since 2004 • 13301 Posts

As reported by GameSpot.

PC - 13 million.

Xbox 360 - 10 million.

Mobile - 10 million.

Jesus.

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#2 UpInFlames
Member since 2004 • 13301 Posts

@Ish_basic: Here's a brand new in depth PC Gamer interview with the game's project director Josh Sawyer (lead designer of Icewind Dale 2).

It was important to us and, in the early times talking about this... ultimately we wanted the story to be personal. A lot of people have responded very well to very personal stories from games like Planescape: Torment or Neverwinter Nights 2: Mask of the Betrayer, which are very personal stories. But we also felt - I can say I certainly strongly felt - that the events that are going on should tie into larger world events. You should feel like your personal story is stepping into the larger story of the world, in that by resolving your personal conflict, you're also deciding how things are working out with these other groups as well.

So the character you play, a lot of people will respond to you based on things like race. Also where you're from, because you'll pick a background - so what part of the world you're from that's not here. So those will sometimes open up options for you as a character in dialogue. Other times it will provoke a reaction from people.

So some people will react more like with amazement than anything: some people think Godlike are just fantastic and incredible. Other people are very prejudiced against them, very suspicious of them, or are just uneasy about it. Then you have a race like the Orlans, who are a new race we've made for Project Eternity. And Orlans, in this part of the world, many people view very poorly, because Orlans from a neighbouring culture were involved in a lot of atrocities, and so there's a lot of deep seated prejudice against them as being these bloodthirsty, murderous savages.

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#3  Edited By UpInFlames
Member since 2004 • 13301 Posts

Frictional posted a lengthy blog post containing the Five Foundational Pillars of SOMA. I will shorten it up a bit, read the whole thing here.

1) Everything is story

First up, we want the player to constantly feel as if they are inside a flowing narrative. It is so common that a game is distinctly split into story and puzzle/action moments. We want to blur the boundaries here and make it impossible to distinguish between the two. Whatever the player does it should feel as if it is part of the story. We do not want to have sections that simply feel like blockers to the next narrative moment. From start to finish the player should be drenched in a living, breathing world of storytelling.

2) Take the world seriously

This leads us to the next point: that every detail in an environment is connected to the story somehow. Nothing should be written off as simply a requirement for gameplay or exposition. For instance, if you find an audio log you will be able to learn more about the story by pondering its placement alone. There should be no need to "double-think"; the game's world should be possible to evaluate on its own terms.

3) The player is in charge

When you invest this much in a setting, it's important to make sure that players feel connected to it. In order to this we need to put a bigger responsibility on the player. An environment quickly loses its sense of realism if it is extremely streamlined and does not allow you to make choices. The player must be the one that drives the narrative forward.

4) Trust the player

This brings us to the next point: that we trust players to act according to the story. We do not force players to notice events by use of cutscenes and similar, but assume they will properly explore the environment and act in a rational fashion. We simply set up situations and then let the player have full control over their actions.

5) Thematics emerge through play

Now for our last foundational design rule: that the game's thematics will emerge through play. SOMA is meant to explore deep subjects such as consciousness and the nature of existence. We could have done this with cutscenes and long conversations, but we chose not to. We want players to become immersed in these thematics, and the discussions to emerge from within themselves.

It feels wrong to just shove information down the player's throat. What I find so exciting about having these thematics in a game is that the player is an active participant. There are plenty of books and movies that cover these sort of subjects, but videogames provide a personal involvement that other mediums lack. We want to explore this to the fullest degree

Just like all of the other design goals, there is a bit of risk in this. It requires the player to approach the game in a certain way and it will be impossible to make it work for everyone. But for those people where it succeeds, it will be a much more profound experience. I also find that it is when you are dealing with uncertainties that you are doing the most with the medium, and am extremely excited to see how far it will take us.

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#4  Edited By UpInFlames
Member since 2004 • 13301 Posts

So the KIckstarted RPG formerly known as Project Eternity is now called Pillars of Eternity.

Check it out, it's looking pretty great.

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#5 UpInFlames
Member since 2004 • 13301 Posts

I remember being so hyped about BioShock, I believed everything Levine was saying - dynamic combat, open-ended design, meaningful moral choices. But then I played it and realized absolutely everything about that game was painfully mediocre - the gunplay, the story, the level design. Even if you never played System Shock 2, BioShock still oozed mediocrity.

I never understood the praise this terribly mediocre game managed to get.

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#6 UpInFlames
Member since 2004 • 13301 Posts

I am wary of such games. Procedurally generated worlds of infinite scope is nothing new nor particularly impressive in and of itself. Games such as this usually have a huge problem - no incentive. Sure, exploring an infinite galaxy sounds exciting, but it's completely meaningless if there's no incentive to do so thus they get boring really fast.

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#7 UpInFlames
Member since 2004 • 13301 Posts

@D3s7rUc71oN said:

@UpInFlames said:

@CarnageHeart said:

If you like indie games, the Xbone is a weird choice given MS's disdain for indies in recent years, but its nice that there are some indie games in the pipeline.

If you like indie games, anything except PC is a weird choice.

We know you love your PC :P

Do you always have to show your love for it in threads that have nothing to do with it :P

Yes! :)

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#8 UpInFlames
Member since 2004 • 13301 Posts

@CarnageHeart said:

If you like indie games, the Xbone is a weird choice given MS's disdain for indies in recent years, but its nice that there are some indie games in the pipeline.

If you like indie games, anything except PC is a weird choice.

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#9  Edited By UpInFlames
Member since 2004 • 13301 Posts

@dvader654 said:

No not the same. You are not connected to a gigantic group of people that share the same world as you all the time. You exist in your own world and randomly you connect to small groups of people who are around the same area as you. There is no home you buy, you don't live out your life online.

Its simply a giant open world FPS with moments where you connect randomly to others.

You have a pretty odd understanding of what is an MMO. You seem to be confusing MMORPG with MMO, and Destiny is an MMOFPS. Planetside 2 doesn't have a "home to buy" or whatever, but it's still an MMO (FPS). The only real difference here is that Destiny won't utilize servers, but rather matchmaking on a smaller scale which will most likely make it shittier. It's kind of like a dumbed down console-centric MMO (like The Division).

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#10  Edited By UpInFlames
Member since 2004 • 13301 Posts

@R3FURBISHED said:

@UpInFlames said:

Every time when an MMO promised a campaign that can be played solo, it has turned out to be shit because this is obviously not the focus of an MMO, so I'm not holding my breath.

Destiny is not a MMO.

I realize that Bungie is for some reason avoiding branding it an an MMO (rather calling it a "shared world shooter", haha) and many people have obviously fallen for it, but regardless what they say, Destiny has many key elements that make it an MMO - persistent world, dynamic events, raids, etc.

In short, it's an MMO.