Heard y'all like vampires and RPGs
Also, S-E pls
Bring Deus Ex Go to PC.
Hmm
Hello.For the first time in my life I have a build made of "recent" components.
It is modest, but I worked my asshole off to have it.
Still needing/wanting some upgrades like RAM and a bigger HDD, but it is here and is functional and that is all I could ask for atm.
^EDIT: Huh I went and searched for it but didn't find anything. Did they remove it or make it region specific?
Hmm
Well I got 4 Windows Store games on Steam, I'll wait for it :V
Yup, in fact I used to work in PC maintenance. ^-^Hello.
Did you build it yourself? That's a fun little exercise if you've never done it before.
Speaking of Nixxes, do we know if Shadow of the Tomb Raider will have other than DX12 or Vulkan support? Vulkan would be nice.
I think people make too big of a deal of Valve departures. It appears that Valve is fine with people leaving to work on something else for a while, and then come back. Most appear to leave amicably too, unlike the drama some would have you believe on this forum.
That's interesting. So MS views that as a positive thing?Yup it's common in gaming and the tech industry as a whole. At MS it's so common it's actually tracked and used in PR, known as boomerang employees.
Ken Birdwell. :(More to the point, many if not most of Valve's high-profile departures over the past few years have been veterans or otherwise older employees either retiring or making the transition to retirement. John Cook, Mark Laidlaw, Eric Wolpaw, etc.
And many more cool adventure games such as Blackwell series and the recent Unavowed.
Makes sense, thanks.Absolutely. Most companies do. It's a known entity vs risking someone brand new. Your previous reviews are open to the new hiring manager and they don't have to worry if you will be a good culture fit or not. MS even continues your tenure benefits when you return. For example after a certain amount of years you get more vacation, etc; upon returning your tenure is not reset but added on to.
Ken Birdwell. :(
Is Woplaw definitely retired? I was trying to find out what he's up to lately since Jay Pinkerton came back. I know he's working on Psyconauts in some capacity.
Here's hoping that the implementation is at least a bit more robust this time. Like for example it would be nice if the game didn't always crash on the final cutscene on the DX12 path.DX12 seems to be in. Win10 and DX12 GPUs are recommended as per the system requirements that were recently added to the store page.
He joked that he was going to "work at [his] niece's juice shop" and, IIRC, later clarified he was indeed joking and has no plans. Assuming he was born in 1967 as the internet says he was, that'd mean he would have at least been pushing 50 when he left Valve early last year.
I think that picture was from BGIIHey Durante , what is the name of the dungeon or quest or whatever from that Planescape dialogue picture you posted?
Hey Durante , what is the name of the dungeon or quest or whatever from that Planescape dialogue picture you posted?
I want to look up its quest progression.
I've got this design theory on dialogue selection as gameplay that is...well...you could probably tell me:
That particular dialogue selection looks like the culmination of a sequence wherein you learn the history of some traumatic event from a variety of perspectives, then you get to pick how the different groups are judged. My guess is that upon choosing, you are presented with an outcome.
Do these outcomes occur exclusively from the following list:
1) Resolves in text, resolves quest, mentioned choice in ending
2) Resolves in text, resolves quest, gives player stat/ability
3) Resolves in fight, resolves quest
4) Resolves in fight or text, affects NPC behaviour within select area
5) Resolves in fight or text, affects companion behaviour within localized context
50 is still young these days. I know quite a few people who are in their 50s still working full time in gaming, usually in production roles. It's tough to retire that early in the US especially in gaming.
From my experience older people tend to leave for a variety of reasons including financial cushion, other income streams kicking in and overall living stability, not agreeing with overall direction, bored and ready for something new, family stage (ie kids off to college, need to move to support older family) etc. so you can only really speculate and watch what they do.
That area is called the Maze of Reflections, in the Fortress of Regrets. It's very close to the endgame (I believe it's the second-last screen.) You're talking to what are essentially your past lives, each of which did things that you encountered in your current life.
Probably discounting the main game to entice people to buy it and the new DLC.did POE 2 bomb or something? I'm surprised it's already at sub-20 on cdkeys, especially since their pricing seems to have gotten a lot more in line with the rest of the market (I assume due to cracking down on cheap regions)
Do the dialogue selections change based on things you have done in earlier quests?
Or is it more a matter of, the earlier quests gave you perspectives (depending on how or how thoroughly you resolved them) and then you use that information to choose how you want the game to be resolved from a static pool of choices.
That screenshot is from Durlag's Tower, which is a (huge) extra (but completely optional) dungeon added to BG1 in the Tales of the Sword Coast expansion.Hey Durante , what is the name of the dungeon or quest or whatever from that Planescape dialogue picture you posted?
I want to look up its quest progression.
I've got this design theory on dialogue selection as gameplay that is...well...you could probably tell me:
That particular dialogue selection looks like the culmination of a sequence wherein you learn the history of some traumatic event from a variety of perspectives, then you get to pick how the different groups are judged. My guess is that upon choosing, you are presented with an outcome.
Do these outcomes occur exclusively from the following list:
1) Resolves in text, resolves quest, mentioned choice in ending
2) Resolves in text, resolves quest, gives player stat/ability
3) Resolves in fight, resolves quest
4) Resolves in fight or text, affects NPC behaviour within select area
5) Resolves in fight or text, affects companion behaviour within localized context
When you find a way to make the insanely complex cognitive processes and recollections that occur when a thinking player reads these options, considers each in turn -- reflecting on their experience to date in the game (and even in life!), trying to outfox Ravel, or just to be honest, and dwelling meanwhile on the very concepts of love, hatred, truth, deception, hope, nihilism, and all the consequent associations of these that this dialogue option potentially provokes -- conform to a "systematic and intuitive" wheel of at most six options, through binary oppositions like 'Agree/Disagree' or 'Lawful/Unlawful', or even some classy emoticons... then holler back. Planescape's is a terrible system, but it's the least terrible we've ever had for representing the breadth and depth of human conversation.
I mean the funny thing is that most of the options here have no bearing on what actually happens in the game; they have no mechanical ties to in-game consequences, stat boosts, or morality meters. No, all they do is cause the player to think, and not just to react.
That screenshot is from Durlag's Tower, which is a (huge) extra (but completely optional) dungeon added to BG1 in the Tales of the Sword Coast expansion.
It has been a rather long time, but I think it was like this: through various environment hints, items, and dialog (i.e. with other golems) you learn the history and the reasons for the creation (and ultimate downfall) of the tower. That dialog choice then asks you to consider what you learned, and think about it from Durlag's perspective. I believe there is actually just 1 "correct" choice which will resolve the challenge without a fight and let you continue on. So it's actually not particularly involved from a gameplay design perspective in that case -- it's "just" a basic puzzle, only it's based on checking your understanding of events and characters rather than, say, moving a few boxes around :P
There's one other option I considered posting. That one is actually from Planescape, and very different in its design:
That one has more varied choices, without a single "correct" option, but in this case many of them are subtle or don't have a gameplay impact at all (if you only conceive gameplay as the stuff that happens with stats and items and enemies and rewards and so on). When we originally had this discussion back on NeoGAF, it was about the design impact of the dialogue wheel (which was seen as this new dumbed down system, not the good old thing we want to return to -- go figure), and Shake Appeal made a pretty solid series of posts. It boiled down to this, regarding the above:
I mean, I guess I don't see the issue. Actually, the scenario you outline sounds like a game I want to play.
I've always considered systems subservient to the experience in RPGs -- and if someone purposefully constructs dialogue in such a way as to subvert my expectations, and does it well, then that can actually be great.
Thanks for reminding me one of my worst video game purchase ever. I bought it at launch ffs, and I couldn't even push myself to continue playing.I naively thought that I might enjoy Shadow of War more than SOM and picked it up on the cheap. Boy that was a mistake. It is a fucking slog.
This game has the most ridiculous, sword-spongey combat. Also sexy shelob is absurd.
I guess modern take would be an animated choice wheel with one option inside it. Something like this:There's one other option I considered posting. That one is actually from Planescape, and very different in its design:
but tomorrow is the holiday
That's such a bad way to think about it. How can you ever immerse yourself in any game, let alone a role playing game? The etiquette is meant to represent your character, and his or her field of expertise. A character with a high charisma value (which you can level up), could even have half a dozen by the end of the game, but that's the exception to the rule, most of you character won't have more than one or two. They are meant to be roleplayed, and since this is a video game, it only gives you rare situational advantages.What am I choosing here? Corporate, Shadowrunner, Academic, Socialite, or Gang. These literally could have been named A, B, C, D, and E, as the specificity of the choice doesn't matter. While having a Corporate Etiquette presumably would help me in a dungeon that is set in an office building, that isn't actually the case. I'm not relying on my forethought of what the situational outcome may be, I'm relying on my presumption of what the designer might do. I'm hoping that the designer is going balance out all of the etiquettes equally so that I get as much bypassing no matter what I choose, but of course, that's not actually what happens.
To put it more succinctly: it doesn't matter what I choose, it only matters what situations the designer puts down the road.