dirksonguer + rpg   2

Psychochild's Blog » Weekend Design Challenge: Balancing with odds and ends
In the continuing saga of one peron's mission to turn the d20 system into a classless system, we find ourselves with a question of balance. We've got a foundation laid, let's take the next steps toward our goal.

I promised some talk about balancing, but we have a few odds and ends first.
gamedesign  rpg  z3 
november 2011 by DirkSonguer
T=Machine » Dragon Age 2: When Designers go Bad…
Courtesy of Tom, I played the DA2 demo a few days ago. It’s the first Bioware game I’ve played that was so inherently dull and boring I lost all interest after 10 minutes. This rarely happens to me with any game, let alone one from a mega-studio like Bioware. I suspect, in fact, it’s just a really bad demo – the real game is nothing like this. I hope.
Intensely detailed (intensely sexualised) player-characters, but otherwise a depressing art-style (grey on grey with a backdrop of de-saturated blood – i.e. red-tinted grey – and an overcast sky of … multi-hued grey. Oh, and the enemies use a single-hue pallette too: grey).
There was some classic Bioware-ism in the intro itself – sounded and felt like NWN redux – same focus on narrative, but with an engine so badly broken it miserably failed to lip-synch (in a way that no other studio has done so badly for more than ten years), and the eyeballs appeared to have been sucked out, and replaced with ill-fitting glass bearings.
dragonage2  bioware  gamedesign  narration  story  rpg 
march 2011 by DirkSonguer

Copy this bookmark:



description:


tags: