Assidragon on 9/4/2013 at 13:54
Aaaaaaaaaaaand now the goal is reached.
I seriously hope they put this money to good use (I mean they don't release a rushed, buggy mess and then spend two years patching it to playable state).
Edit: Talking about the music, their composer - Kirill Pokrovsky - is nothing less than awesome. The Dragon Terror Patrol or the Ramble of the Slavs are still stuck in my head.
Assidragon on 25/4/2013 at 11:22
Mildly uninteresting thread necro yay!
The kickstarter is over in roughly a day now, and they have reached the 800k goal. I wonder if they get the last one - it sounds pretty nice, though the companion one is more interesting than potentially waiting two hours for the damn shopkeepers to wake up.
Sulphur on 26/4/2013 at 05:21
Day/night cycles and NPC schedules are important in terms of adding a layer of realistic detail to the world. It's something nice to have even if it's inconvenient - if that, find a bed and sleep until morning instead of waiting! - because the gains in immersivity and world-building offset the potential disadvantages.
I hope they hit the 1 million mark, because it sounds like they're doing something very oldschool Ultima-y, and it's been too long since we've had something like that.
EvaUnit02 on 26/4/2013 at 06:32
Quote Posted by Assidragon
I wonder if they get the last one - it sounds pretty nice, though the companion one is more interesting than potentially waiting two hours for the damn shopkeepers to wake up.
Meh. It wasn't such a big deal in Bethsoft RPGs that I've played. Just use the sleep function until it hits 8am.
I'm really happy that they've hit the $800k stretch goal. That added depth that changes generic hirelings into fully fleshed out companions would be like upgrading from a retardedly written, 2-dimensional Bethesda RPG to an Obsidian RPG.
(
http://www.kickstarter.com/projects/larianstudios/divinity-original-sin/posts/460101)
Sulphur on 26/4/2013 at 06:51
This is assuming that they can write better than Bethesda -- which isn't that hard, but Obsidian? I'm afraid if the previous Divinities are anything to go by, that's gonna be a bit of a stretch for them.
Assidragon on 26/4/2013 at 11:37
It really depends which Obsidian game we are talking about. I admittedly didn't play all their games, but from my experience:
NWN2 was interesting, but overall the game was way too long for it's own good and didn't really make me replay it. Even if the setting was interesting, most characters you meet are also relatively meh, and you are stuck with quite a few whom I personally wanted to punch in the face more than a few times.
NWN2:MotB was however a blast. Great idea, great execution.
FONV was... mostly good, but also somewhat cringe-inducing at parts (like how the NCR was so completely incompetent it got comical). The core game was all over the place, even though it was still more polished than FO3. To me the DLCs are the saving grace, especially the characters of Graham and Ulysses.
Now, I don't expect Larian to pull a MotB on us, but I think if they stick the Flames of Vengeance style (smaller but very polished areas etc) they could hit the NWN2 level. Then again, they are talking about free-style and exploration - hints at sandbox-ism, and that usually makes for less coherent/engaging stories...
Sulphur on 26/4/2013 at 17:01
Not really. Obsidian games tend to do subversion and inversion pretty well - to varying degrees, of course, and YMMV on the execution. I agree NWN2 was not a terribly inspired game. FO2, Planescape: Torment (Black Isle, but it's the same people really), KoTOR2, Alpha Protocol, and FO:NV, however, are examples of what they're capable of when they've got interesting things to say and do.
And while any game as large as a Fallout is hard to nail in terms of quality consistently, given the sheer amount of dialogue and scripting there is, for all of NV's faults, it isn't as cringe-inducing and generic as a lot of FO3's long-winded blah-blah bits, and actually manages to keep quite a few narrative plates spinning in the air while you're playing it.
Larian doesn't really compare.
EvaUnit02 on 26/4/2013 at 17:12
Christ Sulph, it was just an analogy.
They were $5000 short of the $1mil stretch goal, but they're nice guys so NPC schedules are gonna be implemented anyway.
Confirmation from the Twitch.tv stream chat:-
Quote:
pakoito: @timerider we made it, fell short 5k but we're doing it
faulchu: Timeraider, we were 4k off, but they're implementing the 1mill goal anyways
Muzman on 26/4/2013 at 17:34
TB had a little demo the other day.
(
http://www.youtube.com/watch?v=PuF8ruhjlTY)
I dunno much about most of it, but skill based conversations is awesome. Very interested to see if they can pull that off.
EvaUnit02 on 26/9/2013 at 16:30
Release date is February 28th 2014, a delay from Q3 2013. Reason being is that implementing/building the achieved stretch goals for new features/content forced the perfectionists in Larian to increase the scope and density of many aspects of the games. Thus they're throwing in all of the resources and time to do the job properly, i.e having their entire 40 person studio work on it and an additional 5 months.
Quote:
In our official communication, we’re explaining the delay as the result of wanting to properly integrate our stretch goals. Thanks to Kickstarter these are becoming very integral to the game, so much in fact that parts of the game were completely re-engineered to make room for them.
That last statement can be read in two ways, and both happen to be right: A) Some stretch goals were incompatible with design decisions we had already taken e.g. our character development system wasn’t robust enough to accommodate for companions, and so we had to change things more than we expected. B) Some things in the pre-Kickstarter version sucked, and we took opportunity to fix them as we were re-engineering the game world anyway.
(
http://www.lar.net/2013/09/26/why-did-we-stretch/) Swen explains in his blog that he's making a gamble by putting the entire studio on this, but he's doing so because believes in the game that much.
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A win for all of us gamers! I hope that the game is successful for them.