Well that was certainly underwhelming.
I get that you guys are big lore/text/folk/myth geeks, but basing a huge chunk of the game on ancillary details like old mythos books just strikes me as boring.
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Nummy
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Re: Game Development: Salem & Haven
Witches? New summonable scents? More griefing? Not thanks. I will stay away from Salem...
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painhertz
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Re: Game Development: Salem & Haven
:: Cough :: Moron :: Cough ::cobaltjones wrote:Well that was certainly underwhelming.
I get that you guys are big lore/text/folk/myth geeks, but basing a huge chunk of the game on ancillary details like old mythos books just strikes me as boring.
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
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cobaltjones
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Re: Game Development: Salem & Haven
Sorry you get excited about longwinded references to Lovecraft in your MMO.painhertz wrote::: Cough :: Moron :: Cough ::cobaltjones wrote:Well that was certainly underwhelming.
I get that you guys are big lore/text/folk/myth geeks, but basing a huge chunk of the game on ancillary details like old mythos books just strikes me as boring.
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MagicManICT
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Re: Game Development: Salem & Haven
Kinda have to agree. I'd find it a bit more interesting if they had more references to local lore or texts on Witchcraft from that time.cobaltjones wrote:Sorry you get excited about longwinded references to Lovecraft in your MMO.painhertz wrote::: Cough :: Moron :: Cough ::cobaltjones wrote:Well that was certainly underwhelming.
I get that you guys are big lore/text/folk/myth geeks, but basing a huge chunk of the game on ancillary details like old mythos books just strikes me as boring.
Otherwise, I say as long as it's a balanced system, it should be worth the extra that it adds to the game.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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cobaltjones
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Re: Game Development: Salem & Haven
I really don't have a problem with the actual lore being subject of items/spells in the game. I love the idea of the night walkers and other mythical creatures pulled from folklore. I just don't like the way that the references are basically shoved down your throat.
I suppose the actual gameplay will be quite different but when it's being demoed and 5 minutes and a paragraph tooltip with Lovecraft quotes are used to explain a simple spell it's a little boring (for those of us not interested in the source material).
I suppose the actual gameplay will be quite different but when it's being demoed and 5 minutes and a paragraph tooltip with Lovecraft quotes are used to explain a simple spell it's a little boring (for those of us not interested in the source material).
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ewlol
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Re: Game Development: Salem & Haven
wasting budget for useless, unexciting trailers that are actually 25 seconds of footage, 40 seconds of fading between seatribe and paradox interactive logos.
good balancing of budget making these, rather than using it on pumping the game out faster.
good balancing of budget making these, rather than using it on pumping the game out faster.
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Thijssnl
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Re: Game Development: Salem & Haven
This, I didnt really get a stiffy for it.ewlol wrote:wasting budget for useless, unexciting trailers that are actually 25 seconds of footage, 40 seconds of fading between seatribe and paradox interactive logos.
good balancing of budget making these, rather than using it on pumping the game out faster.
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Robertzon
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Re: Game Development: Salem & Haven
Sad, but true.ewlol wrote:wasting budget for useless, unexciting trailers that are actually 25 seconds of footage, 40 seconds of fading between seatribe and paradox interactive logos.
good balancing of budget making these, rather than using it on pumping the game out faster.
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burgingham
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Re: Game Development: Salem & Haven
Good thing you guys all got intimate insights into their budget. Wtf?
Cobalt and MagicMan should focus on this sentence:
Cobalt and MagicMan should focus on this sentence:
Don't judge something you haven't really seen yet.cobaltjones wrote: I suppose the actual gameplay will be quite different