Melan on 25/2/2015 at 19:59
There is a great, in-depth interview on (
http://www.rpgcodex.net/content.php?id=9788) RPGCodex, asking all the right kind of questions and getting good, insightful answers. Highly recommended.
Also, we only have 8 days left to kick this project as high as we can. Go go go! :D
Renzatic on 26/2/2015 at 00:11
I donated $50! I'm an Explorer! \:mad:/
Vae on 26/2/2015 at 02:14
...a very angry Explorer!...\:mad:/
Edit: 10,000+ backers!...:thumb:
Renzatic on 26/2/2015 at 03:44
That's not anger. That's grim, excited determination.
GodzillaX8 on 26/2/2015 at 03:54
I've put in $300. I will probably lower it to $150 unless it's super close to a stretch goal at the very end.
Shadowcat on 26/2/2015 at 09:32
I presume your theory is that if lots of people pledge more money than they're actually willing to spend on the base game, it's more likely that the stretch goals will be hit; whereas if everyone holds back their stretch-goal money until that stretch goal is reached, they won't ever reach it?
I can see why that might seem like a good approach, but I can't say I agree with it. Pledging money and then taking it away just seems wrong to me. (Not that I'm trying to coerce you into spending $300; I just think you should have pledged at a lower level to begin with.)
Shinrazero on 26/2/2015 at 16:24
Great read! Thank you for posting that interview, Melan :thumb: It was incredibly well written and had some great questions answered. I loved reading Paul, Tim, and the others discuss design philosophy. A few of my favorite bits:
Quote:
Paul: Not literally in that way. I mean I don’t think we’re going to call them “levels” but it will have a physical construct with a real sense of going deeper.
I think of the Mines of Moria and that sense of the Seven Deeps.
Chris on world design
Quote:
Chris: The way I’ve always looked at it and sadly I’ve been saying the same thing since 2000. It’s the difference between building Mr. Toad’s Wild Ride and building Disney World.
Tim on the Improvisation Engine
Quote:
Tim: ...Alright, I’ll start. So when we talk about the Improvisation Engine it’s really a suite of technologies that are interconnected similar to the approach that we took in the original Underworlds, System Shock and Thief but also extended in some ways that we’re interested in for Underworld Ascendant. So the big picture is we have a number of simulations systems running that give the player tools for addressing problems and they interact with each other. And because of that architecture we’re able to get surprising outcomes because the system as a whole is fairly complicated. The individual parts of the system remain manageable to implement and test. So you have interactions between physics and AI and the ecological model and diplomatic model of the factions for example. This gets into our overall approach to the player’s whole call to action and the relationship to the story in the game. A lot of modern games tend to try to fairly closely script moment to moment events. They try to have these finely crafted experiences, which has its own value and there is definitely an audience that really appreciates that, we feel like there’s kind of an underserved possibility there for a more systems based approach. Where we setup a scenario and a dynamic system for that situation to take place in and a set of player tools that can be used to address your problem and we let the player go. We try to give up some of the authorship for ourselves and put it in the player’s hands in terms of what even their priorities are, how they address the problems. We’ve obliviously talked about the back story of the game and how it relates to the original game, and there is a story, but it’s not a moment to moment story. It has more to do with major plot pivots that are possible.
Paul on character progression
Quote:
Paul: It is challenging. We understand it is challenging. He general sense is that player’s just like to get very powerful. What you can tend to do and say is, “Well if I level up enough I’ll be powerful across the board. But to achieve this kind of balance and trade-off you just can’t do that. You have to say, “Sorry, you’ve focused in this area so we’re going o essentially cap you in these other areas.” We will never allow you to become uber-powerful…
Tim on choices
Quote:
Tim: There’s another broad issue there in terms of some views that that I’ve seen in parts of the game publishing world. A notion that if you put something in the game that a player… if any particular player doesn’t see that thing it’s somehow wasted. We have to make sure that everything in the game is available to every player in every play through. I think it’s fair to say that we reject that utterly… (nods of agreement around the table)… the presence of a choice that I know is there that I didn’t take is still valuable by virtue of the fact that I could have taken it, someone else took it instead and that’s how I know that I had freedom of choice and that my choices had meaning. That’s a value of its own.
They seemed a bit vague on actual RPG progression (numbers) but that is understandable given where they're at in the project. Also, outside of voice actors they have been mum on sound/audio. I am very curious in that regard (god I hope Eric joins the team)! At any rate, thanks again, that interview is definitely worth a read.
34k to go, 7 days left. We are almost there!
Renault on 26/2/2015 at 20:41
Only about 20 grand left to go - I'm starting to get optimistic and thinking that the first stretch goal is actually attainable.
Vae on 26/2/2015 at 20:58
It will cross the 750k threshold, and has a shot of making it to 900k...Yet, regardless of the final Kickstarter outcome, we'll be getting that editor.
Melan on 26/2/2015 at 21:32
Quote Posted by Vae
It will cross the 750k threshold, and has a shot of making it to 900k...Yet, regardless of the final Kickstarter outcome, we'll be getting that editor.
How do we know that? I'd love to get a source, because this is exciting news if true.