Resardiv
Herr Nordic Lost in Amerikat
Bethesda mentions Elder Scrolls VI for the first time in over 6 years.
That's the post, probably a nothingburger.
That's the post, probably a nothingburger.
Greater impact, hopefully for a good cause as it's Make-A-Wish.I wonder why they chose to make it an NPC instead of a monument?
(...or even an animated one, like a clock tower, or a mechanical fountain.)
Fair enough, but an NPC can be missed, or forgotten, where a monument is seen every time the player comes to town.Greater impact, hopefully for a good cause as it's Make-A-Wish.
InterviewIn the interview, Nesmith acknowledged many of these differences, and praised Larian’s bravery when it came to locking off content. “The thing that at Bethesda we could never get ourselves to do, is that they [Larian] poked into all the darkest corners,” Nesmith said. “They've come out and said, quite bluntly, 'we don't care if only 1% of the players will ever see this. Those 1% that do are gonna be happy, and they will tell the other 99%, who will then be happy that the option existed.’
"At Bethesda, the games we were making were so big we had to take the approach of, well, everybody's got to be able to do this at some point. We can’t lock off content that way. And you can see it in our games — we don’t. You can get to be the heads of all the guilds, you can be friends with all the companions, you can go to all the places. Nothing is off-limits.
“But when you play Baldur's Gate 3 you get the impression, rightly so, that this decision I'm about to make will close off parts of the game and open up others. It's meaningful. That means something. That’s a big deal.
“You have to acknowledge that — I’m just going to pull numbers out of my ass here — any one player is only going to see 50% of the game. That’s it. And furthermore, the work that I do as an individual developer may only be seen by 5% of the people out there. That’s a little disheartening. Hey bro, what parts do you work on? Oh this thing over here that hardly anybody ever gets to.
A lot of people probably pays less attention to a random nothing NPC that doesn't fulfill a role. A monument, depending on how it is designed, will be a landmark to navigate the area.Fair enough, but an NPC can be missed, or forgotten, where a monument is seen every time the player comes to town.
The problem is that a lot of "RPG developers" or perhaps the overlords the dictate to them what goes in the game and what doesn't think that all parts of the game should be available to the player so that they cannot miss out on content. Why this is a thing, I do not know.Ideally every RPG should be that way; Bethesda is quite hostile to that AFAIK, (and they are not the only studio either).
RPG content should play out like an ink blot mask on a Where's Waldo poster with only the exposed content accessible to a given PC, on a given play-through; based purely upon Luck, the PC's skill and attributes, and the player's choice of in-game actions for the PC. Where one choice leads to another (cutting off some paths while opening others).
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