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June 7th, 2019, 17:23
Josh Sawyer reflects on the development of Pillars of Eternity II: Deadfire at Digital Dragons 2019:

Josh Sawyer - Breaking the Mold RPG Evolution

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This post-mortem of Deadfire will examine the assumptions the team made between the first game and the sequel, how expectations changed through the public beta, and what lessons they learned after the game was released. The talk will focus on narrative design, combat design, the ship combat system, and the decision to fully voice all dialogue. The end of the post-mortem will deal with post-launch support, including patches, features, and other DLC content.
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June 7th, 2019, 21:10
FF13 = paradigm shift = rubbish.
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June 7th, 2019, 21:23
Interesting presentation. A few surprises.

I think I would have preferred to see the ship combat system abstracted up one more layer so you just choose a tactical plan (5-7 choices) and let it play out, with an option to break off. But then other players would have complained it wasn't detailed enough.

Personally I could have lived without full VO. IIRC, D:OS2 didn't even add it until late in the development process.

I fully agree about the discord created by separating the primary plot from the faction conflicts. The game would have probably worked better with a starting character who later discovered the conflict between the gods, as in the BG series where you gradually learn about the bigger picture.
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June 8th, 2019, 05:52
I actually just played the game for the first time and lost interest again after about 15 hours, though the quests and exploring the first island was fun.
But there was quite a bit which…I didn't like: The turn based mode felt wonky and unpolished. Some abilities don't seem to make a whole lot of sense now. The AI seemed to have problems, aggroing enemies from far away seems to be an issue. But in general the turnbased combat just doesn't feel good. It feels like what it is: An afterthought.

But what I also didn't like is the story. I am not a fan of all this "dining with goods" thing in general. Hated the start of Divinity OS 1, where you are in a weird dimension and you are shown "the nothing" which you should fight now. POE2 pretty much geos the same round. Tells you all kind of weird abstract stuff at the beginning where you have no idea about. After doing the prologue section the first time, I watched the ending of my lets play of the first game (which storywise I didn't like for the last third or so) just to have a rought idea about the feverdreams called story in this game.
Man…I really like to just be an adventure, doing "real adventures" in the world instead of chasing gods.
Why can't other games go with the same as Blade of Destiny did: "You do not know any of this, when your ship reaches Thorwal harbor. You are dreaming of adventure, of the big city, of hearing your names proclaimed by the skalds and bards in all corners of the word…"
And not "Hey man, you are the chosen one, go hunt some gods and save the universe! Everything depends on you!"

The other thing which makes POE2 really unattractive is how much it is frontloaded with game mechanics.
In most games you can just learn "as you go". And while you can reskill in POE2 there are decisions about your class, subclass, multiclass which you cannot reverse. The game just hammers you with tons of minor mechanics right at character creation and to just get a glimpse of what you are actually doing you need to read up on external wikis and such. You have no idea what all of this crap means. While all the tooltips help, it's just a lot to take in. Would be ok in an MMO maybe where you then focus on your character, but once you finished you think like "oh crap…now I need to learn all other classes as well as soon as they join".
Don't get me wrong. I like lots of coices, and a deep character system. But I think ideally the game should start slow and easy and then build up in terms of game mechanics.
This wasn't an issue back then (mostly), when systems where extremely easy as in Eye of the Beholder, Dark Sun or even Baldurs Gate, where your choices are rather limited or you might even be familiar with the system before starting the game. Character creation in Realms of Arcania was annoying as well, but for completely different reasons (you had terrible dice rolls instead of terrible decisions).
Adding Subclasses and Multiclasses into the game certainly did not make the game easier to understand and get into.
It might be a nice thing later on, once you learnt the game. But imho it makes a terrible start.
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June 8th, 2019, 06:25
Nothing wrong with the character creation.

The problem is there's no longer 100 page manuals that you can read on the toilet and map out your character creation plan.
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June 8th, 2019, 08:20
Originally Posted by sakichop View Post
Nothing wrong with the character creation.

The problem is there's no longer 100 page manuals that you can read on the toilet and map out your character creation plan.
Hah, that was another thing where they kind of cheaped out.
There is actually a pdf manual (english only). The physical edition however only includes a noteblock for own notes.
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June 8th, 2019, 09:10
Originally Posted by Kordanor View Post
But there was quite a bit whichůI didn't like: The turn based mode felt wonky and unpolished. Some abilities don't seem to make a whole lot of sense now. The AI seemed to have problems, aggroing enemies from far away seems to be an issue. But in general the turnbased combat just doesn't feel good. It feels like what it is: An afterthought.
As some of you would already know, I prefer RTwP over TB - this wasn't the case with Deadfire as I found RTwP absolutely messy. In saying that though, it's not like TB is fantastic either. What I finding so annoying is that the pathfinding was implemented so poorly that characters either get stuck and walk on the spot before running out of the movement or they push other characters out of the way instead of going around them.
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June 8th, 2019, 11:07
Must everything be videos these days ? People seemingly have become too lazy to do transcriptions of speeches - but on the other hand I have never seen them in ages (and that might well be 10 years or so [as we have 2019 now] ).
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June 8th, 2019, 11:37
Originally Posted by Alrik Fassbauer View Post
Must everything be videos these days ? People seemingly have become too lazy to do transcriptions of speeches - but on the other hand I have never seen them in ages (and that might well be 10 years or so [as we have 2019 now] ).
You know that there is a transcript function for subtitles on Youtube?? For the above video it looks like this

Spoiler
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Steam is out of question. It's not convenient, it's not easy to use, it's not simple and fast. It's terrible.
Bothka:
Ihr habt solche DRM Shops gro▀ gemacht, indem ihr Steam als Vorreiter gro▀ gemacht habt. Ihr k÷nnt also mal alle gepflegt die Gusch' halten.
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