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Originally Posted by Elwyn
I do not think they replaced it hehe Most probably, it has just not made its way into alpha yet. At the very beginning of alpha Swen mentioned in one of the numerous videos, I think, that in the alpha build you begin right on the beach without any introduction. There should be a proper introduction in the final game.


No, it's clear from context that Original Sin's "survivors of an attack" hook was replaced, given that you've got official orders and such. I don't mind the murder investigation idea, looking for clues, that's a bit more purposeful and interesting than the mostly generic wandering from Div 1 and 2.

(Divinity 2 did have you do some things, but only until the ritual in the church basement. After that you're left to wander about until you eventually leave the starting area.)

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Hm, if you say it... I still had the impression that they would stick to the Zandalor's story which they wrote down almost a year ago (https://www.kickstarter.com/projects/larianstudios/divinity-original-sin/posts/443345) But I admit, I wasn't very carefully reading the dialogues and books in the alpha (in order not to spoil myself to much)...


Last edited by Elwyn; 10/03/14 10:13 PM.
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Originally Posted by Elwyn
Hm, if you say it... I still had the impression that they would stick to the Zandalor's story which they wrote down almost a year ago (https://www.kickstarter.com/projects/larianstudios/divinity-original-sin/posts/443345) But I admit, I wasn't very carefully reading the dialogs and books in the alpha (in order not to spoil myself to much)...


We could always ask Macbeth to confirm it, but I'm pretty sure that they changed the story. (Larian is great at dialogue and character, but less so at making an overall plot and story.)

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Originally Posted by Stabbey
Originally Posted by Elwyn
Hm, if you say it... I still had the impression that they would stick to the Zandalor's story which they wrote down almost a year ago (https://www.kickstarter.com/projects/larianstudios/divinity-original-sin/posts/443345) But I admit, I wasn't very carefully reading the dialogues and books in the alpha (in order not to spoil myself to much)...


We could always ask Macbeth to confirm it, but I'm pretty sure that they changed the story. (Larian is great at dialogue and character, but less so at making an overall plot and story.)


Ok, here we go hehe ...

@ Macbeth, if you ever should read this (and should you have a few moments to type a short reply):

Can we trust Zandalor's word and his diary as made known to all the humankind in https://www.kickstarter.com/projects/larianstudios/divinity-original-sin/posts/443345 ? Or was this great wizard under the influence of drudanae as he was dipping his quill in ink so that the actual events do not have anything in common with the product of his clouded mind?

Last edited by Elwyn; 10/03/14 10:27 PM.
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Originally Posted by Elwyn
Originally Posted by eRe4s3r


Oh? You mean they replaced a hook to motivate players with... the bland start we have now, and wonder why the press doesn't get hooked? wink Not saying that start specifically has to be it, but emotional hooks and generally a motivation to engage a game needs to be there, or it fails utterly as an RPG.



I do not think they replaced it hehe Most probably, it has just not made its way into alpha yet. At the very beginning of alpha Swen mentioned in one of the numerous videos, I think, that in the alpha build you begin right on the beach without any introduction. There should be a proper introduction in the final game.


Well this is an interesting topic altogether...

In the (real world) letter/blog post Larian says they have problems showing the good side of the game and get it noticed as not another ARPG... it looks to me, like the problem is that what is shown as start of the game is not it's good side nor does it hook most players or at least, most people who are supposed to review it... what you guys talk about there, as to what was "planned" to be the start of the game, would maybe fix 50% of that problem, but if that city came up directly after such a scene things would be even more drastically different and wall-of-text-ish to new players.

Anyway, I remain of the opinion that the beginning of the game needs to hook the player, and currently it does not. There are some ease-of-use things missing that'd make first time players entry into this game less scary, and there needs to be some introduction (And I don't mean cutscenes...) that show how the game wants to be played. That gives back-story and such, hook etc. Already said it ;p

And yeah, there needs to be a memorable moment at the beginning. Why? Because that's what people see first. That's why. Needs no other reason really .p Optimally that moment is not just 5 seconds long or a intro video.

Because let me say it, good writing does not need narrator explaining story. Ever. Unless that's the whole hook of the game (Bastion) or some other creative way to handle it is chosen. (Shadow of Colossus and many others take that path)

Either way, lots of things Larian could do to improve "first impact", but I guess we'll never know what they think about it. The letter is clear that the problem is not seen as one of the game-design, but rather as one of communication.... imo that's ignoring the obvious problem. If your games good side was shown with the current Alpha beginning, there'd not be the need for extra communication ;p

But then, I have no idea how anyone can confuse this with an ARPG either ;P

Last edited by eRe4s3r; 10/03/14 11:31 PM.
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Originally Posted by eRe4s3r


But then, I have no idea how anyone can confuse this with an ARPG either ;P


Oh, believe me, there have been enough comments on Steam asking whether it is very Diablo-ish or Torchlight-ish. Apparently, the isometric perspective is directly associated with these two games by many players...

On topic: I pretty much agree with your last post.

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Swen took the time to reply to a whole heap of comments on his blog

I won't copy them all, but I will paste a couple comments on the game's opening:


Originally Posted by "Lar”
I didn't think of the brand thing but you're right. It's our strength but also our handicap, so it's something we might have to work on. As for the opening scene - as I mentioned in my replies to others, we'll work on that, extensively. It's indeed the most important part of the game as it gives you the first impression, and we can probably do better than a crab fight.



Originally Posted by "Lar”
We played with the idea of a "Source Hunter's Academy" for a long time but it's going to be something better suited to the main storyline. At least, we'll try it. Also, do take into account that an intro is planned before the thing that happens on the beach.


That sounds promising.

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Originally Posted by Stabbey
Swen took the time to reply to a whole heap of comments on his blog

I won't copy them all, but I will paste a couple comments on the game's opening:


Originally Posted by "Lar”
I didn't think of the brand thing but you're right. It's our strength but also our handicap, so it's something we might have to work on. As for the opening scene - as I mentioned in my replies to others, we'll work on that, extensively. It's indeed the most important part of the game as it gives you the first impression, and we can probably do better than a crab fight.



Originally Posted by "Lar”
We played with the idea of a "Source Hunter's Academy" for a long time but it's going to be something better suited to the main storyline. At least, we'll try it. Also, do take into account that an intro is planned before the thing that happens on the beach.


That sounds promising.


I don't think they can *probably* do better than a crab fight and picking up a talking shell. I think they *CAN* do better. wink And I don't think it'd be something that'd be hugely complicated to do either.

Sounds promising indeed.

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Originally Posted by Stabbey
Swen took the time to reply to a whole heap of comments on his blog

I won't copy them all, but I will paste a couple comments on the game's opening:


Originally Posted by "Lar”
I didn't think of the brand thing but you're right. It's our strength but also our handicap, so it's something we might have to work on. As for the opening scene - as I mentioned in my replies to others, we'll work on that, extensively. It's indeed the most important part of the game as it gives you the first impression, and we can probably do better than a crab fight.



Originally Posted by "Lar”
We played with the idea of a "Source Hunter's Academy" for a long time but it's going to be something better suited to the main storyline. At least, we'll try it. Also, do take into account that an intro is planned before the thing that happens on the beach.


That sounds promising.



indeed hehe


"I don't make games to make money, I make money to make games". (Swen Vincke)
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btw, i did not know that an introductory chapter was planned (must have missed that one) and it seems it serves more or less the same purpose as the "source hunter's acadamy" idea.
i am very curious what larian has come up with; but i guess they are up to no good grin


"I don't make games to make money, I make money to make games". (Swen Vincke)
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