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To my mind, current gen RPG dev cycles are too long, their teams are too big, there is too much money involved, and they listen to their fanbase and the suits too much. I can see where you're coming from, Tim H.
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Again I have no inside details and am just thinking back to what designing large software systems was like in my corporate days. There is likely enormous pressure to create an A-B-C unchallenging game that "the whole team buys into". Probably, if a "big corporate game" comes across "fantastic" we should be thrilled. And if he has assistant or partner writers, they may have their own little niche that "to keep them happy" the main writer doesn't stomp on. The writer likely doesn't have complete freedom. Also there will be a lot of compromises, big bosses who want something changed or don't "get" a really neat idea.
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Plus there is a looming deadline and the writers may have other jobs (even dippy administrative jobs we never hear about).
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There are limitations to the code that don't quite let you do what you want. There are scenes that may be too hard for the coders to orchestrate. All those people standing stock still with the same one-liners (even though BG and DA:O did the same?) hurts my immersion.Īs for the writing in the big games, I'm a former software engineer, and though I never worked in gaming, I figure there are a lot of hurdles the writers must navigate to see their vision realized. I also don't like the Planescape "look and feel" (a Gamma World (?) game used a similar engine). I agree-Planescape Torment ultimately lost my interest (and I'm a guy who digs complicated, talky stories). DeleteĪgain, Lilura1, thanks for all your help! I don't like wading through mounds of fluff and prefer that NPCs and journal entries get to the point.ĭevs and fans that value story and lore far above other considerations are degenerates, imo enemies to the traditional RPG. I like concise and clear writing at all times. At least, I don't like it when lore, dialogue and story take over from tactical combat, strategic considerations and dungeon/wildernesss exploration.įallout's pacing was almost perfect, and Avellone has suggested that Fallout > PS:T (it balanced key aspects of RPGs better). I'm really not into lore-heavy stories and deep dialogue, though. Planescape: Torment writing is great but it's just too much reading.
Gaider wrote Irenicus but also a lot of BG2, which is awfully-written.īut yes, I do favor Interplay/Black Isle and Obsidian writing as seen in Fallout/2 and Mask of the Betrayer over BioWare writing in general (which is also too binary in its morality). You won't need a warm up for MotB because it's epic lvl/easy. Imo, they are the best single-player D&D experiences that NWN and NWN2 have to offer.įor a warm up to Swordflight, you could crash through HotU or try out Snow Hunt. If you only have time to invest heavily in one game, I recommend going with Swordflight or Mask of the Betrayer. You don't need to play the tedious NWN2 OC first. Mask of the Betrayer is the best official campaign for NWN2. HotU is the best official campaign for NWN, but it's epic lvl/easy. It also happens to be the best module series for NWN. That said, Swordflight has managed to squeeze almost every drop of tactical juice out of base NWN.
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Still a far cry from full party control, though. Others manage to make companion AI more useful by just making the main companions capable bards or tanks (Snow Hunt, Swordflight). Some NWN modules alleviate bad companion AI by employing hacks to give you more control (Aielund Saga/Bone Kenning). The only way to avoid its bad companion AI is to ignore the companion pool and "go solo", or just play a module that offers no companions (neither of which are in the spirit of D&D). Unlike BG, NWN2 and DA:O, NWN companion AI cannot be disabled.