Interview with IndieGameMag

General discussion and socializing.
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borka
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Re: Interview with IndieGameMag

Post by borka »

For instance, I always assume we are dealing with the worst possible kind of player, these days.
hear hear :P
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Avu
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Re: Interview with IndieGameMag

Post by Avu »

No it's because bringing positive change is hard and takes a lot more work than destroying. Just see Naos recent post where it replies to some dude asking how to make defenses and it says
"You spend 20 minutes making yourself safe?
I'll spend 10 minutes killing you."

That's why.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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borka
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Re: Interview with IndieGameMag

Post by borka »

And in games reality it's more like
"You spend 20 hours making yourself safe?
I'll spend 3 minutes killing you."

sadly

considering 56 hours for steel cooking 20 hours is estimated low ;)
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shubla
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Re: Interview with IndieGameMag

Post by shubla »

borka wrote:And in games reality it's more like
"You spend 20 hours making yourself safe?
I'll spend 3 minutes killing you."

sadly

considering 56 hours for steel cooking 20 hours is estimated low ;)
You have to work aroudn the clock to check rams, and all the time youre on you need to be aware that somone might snipe you and stuff.
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VDZ
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Re: Interview with IndieGameMag

Post by VDZ »

Björn Johannessen: Yeah, there’s a lot of water under the bridge
Bridges confirmed
Kitamie
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Re: Interview with IndieGameMag

Post by Kitamie »

I don't think he actually meant that there would be bridges in the game.
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Sarge
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Re: Interview with IndieGameMag

Post by Sarge »

Kitamie wrote:I don't think he actually meant that there would be bridges in the game.
Really? :roll:
factnfiction101 wrote:^I agree with this guy.
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Potjeh
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Re: Interview with IndieGameMag

Post by Potjeh »

Amanda44 wrote: Interesting .......... I'm intrigued by this section;
Björn: The way we’re approaching it, the players will need to – through the event and narration system that I was talking about earlier – players will need to get experiences and trigger them in order to advance in terms of learning. How they trigger experiences is far from obvious. It is not simply that you can develop a mechanistic formula for how to trigger experiences because we have hidden a lot of the information on how the experiences are actually triggered. Which will, from the perspective of the player, hopefully, appear as a mysterious thing that simply happened. And people have some idea as to why it happened, because the experience will be related to something that you did in the game.

Like, you can get an experience for chopping down a tree, for example. But you won’t get it every time you chop down a tree, and hopefully, our idea is to allow players to get experiences but it will not allow them to seek experiences in a particularly theological fashion. Which, hopefully, will make the players approach the game in a less mechanistic way because the entire blackbox of how experiences are triggered, is, again, a blackbox. They don’t know how they’re triggered. We hope this engenders a more casual playstyle or approach to the game.

Fredrik: One point I might add perhaps is that, the idea is since not all the characters will have all the experiences, different characters will be meaningfully different.

Björn: Yeah, a lot of the experiences will be extremely hard to trigger and obscure in terms of conditions.
For the first time I actually feel a touch of excitement and am keen to try it out, lol, better late than never ....... :)
For me, that's the most worrying part. People *will* figure out these supposedly mysterious things, and then they'll just be hoops to jump through. They may as well implement red tape.
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ninja_yodeler
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Re: Interview with IndieGameMag

Post by ninja_yodeler »

I'm curious to know who killed Jorb and never knew it.

Also the Experiences sound very interesting, but yeah, unless they are exceptionally difficult to figure out (Xcom would no doubt devote his entire being to that task) or they are dynamic and change randomly from time to time they do sound like a jumping hoop.
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Let us reflect upon the good he was able to do during his short time in the hearthlands.
Let us remind ourselves of his bravery and willingness to fight for the safety of his friends!
Let us hope he can surpass his previous achievements in his future lives.
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simimi
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Re: Interview with IndieGameMag

Post by simimi »

Björn: ... Which, hopefully, will make the players approach the game in a less mechanistic way because the entire blackbox of how experiences are triggered, is, again, a blackbox. They don’t know how they’re triggered. We hope this engenders a more casual playstyle or approach to the game.
Tell about being naive, you know that those hiden mecanisms will be revealed by the time, and the sooner by big guilds who will it exploit secretly for domination, not sharing, talk about newbye freindly ...
And when all those hiden mecanisms will been known, what ? You'll look back and think " what was the point ? delaying the inevitable?"
If the game is not good after all the mystery is known; it will faild, if it is god after all the mystery is know, what the point of the mystery ?
Hiden feachures is NEVER a good game mecanism, better try to find goods mecanisms.

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