![]() Of course we also have the choice to reverse that decision and put an end to him right there. As you probably saw in the player campaign video, Sir Banagar was only alive because we spared his life earlier in the campaign – because of that choice (and consequence) we can now enlist his aid in the upcoming fight. SCL will have branching narrative with meaningful choice and consequence. are you talking on a dialogue level (branching dialogues) ? Quests which can be resolved by different means? Or on the crazy non-linear campaign with branching solutions? You said in the twitch interview that your focus is on game choices. Will there also be specialized sub-classes?Īhh, you listened to our last live-stream eh? Yes, there will be sub-races in SCL, but we’re not talking about sub-classes right now. We know there will be races, sub-races, and 6 classes. As a result we implemented spell cooldowns and balanced those to maintain the spirt of resting which is really tactically managing your spell usage. For example, with early iterations on multiplayer and DM play we realized quite quickly that resting to recover spells just wasn’t going to appeal to a broad group of players. What was important to both of us was that we maintain the spirit of those rules. To be clear, we never set out to do a direct adaptation of the 5e rules, both n-Space and Wizards of the Coast agreed that some of tabletop rules would (and should) require adaptation. Much of the 5th edition rules were a pretty straight forward adaptation, however some posed quite a challenge. 6.How did you adapt the D&D pen & paper rules for the game as a computer RPG, especially regarding spells (cool down? recovery? Casting time vs area of effect spells vs moving targets).6.8K Baldur's Gate II: Enhanced Edition.416 Planescape: Torment: Enhanced Edition.88 Persistent Worlds & Multiplayer for NWN (not EE).401 Custom Content & Community Exp Pack.I'm happy to see that some of you already understand this and so, to an extent, I'm preaching to the choir." This is all fine and expected, but realize it cannot be everything to everyone. Even within this thread I read diametrically opposed views on what the game is, what it should be and what people want out of it. I think this has more to do with people projecting their personal preferences than us providing confusing messaging. ![]() All of this based on the exact same messaging. ![]() Answers vary from a Diablo style ARPG to NWN with persistent worlds and servers to Dragon Age Origins in the Forgotten Realms. There is a thread here that I often refer to, in which people share their expectations based on the coverage to date. That doesn't mean that we have misled or misinformed.Įxpectations for this game, like all games, have varied dramatically from the beginning. I understand that some are disappointed and want more. Knowing that it was unrealistic to shift the company methods, culture and expertise farther or faster we settled on this middle ground approach (not traditional box product development but also not Kickstarter). In less than one product development cycle n-Space has transformed from a work for hire development company that was contractually prohibited from talking about our games during development to where we are now. Regardless, I am still proud of the efforts we have made to be open and available to the community given our constraints and approach. But for SCL it was not the right approach. Neither method is wrong and, as someone that has personally supported over 50 kickstarters, I would love to embrace even more open methods in the future. Consumers cannot reasonably expect the same degree of involvement in SCL (announced less than a year ago and releasing in 3 weeks) as they have in a game like CU, which will have been built almost entirely in the open for nearly 3 years (at its eventual release). Where some folks have cited examples like Camelot Unchained as good models for community facing development, that is an asymmetric comparison. "Consumer expectations of involvement have changed drastically, even during the last year of SCL's development. This is what Dan O'Leary said about their thoughts on players' expectations: Meanwhile, if you look user reviews, the picture will be quite different: and So far, the game has been released today, and there's one review with a 80/100 score: but it doesn't cover the problems that have been discussed on the last pages of this thread. It's up to the reader to decide whether the reviewer was fair or not in his opinions. The official reviews are often far from telling the truth.
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