What a fucktard. If games were cheaper, more people would buy them. Nowadays a hell of a lot of people wait until the game is updated and on sale to buy it since most games are released broken anyways. That or they just pirate it. No way I’m spending 1/10 of a paycheck on a new video game every once in a while.
I got sick of the constant quick travel back to merchants in BG3 and decided to just install the mod that multiplies my encumbrance by 9000x. the item management in that game is a giant pain and the gold economy plus encumbrance is an artificial barrier to getting them from merchants that simply adds playtime for no actual benefit.
Realistically speaking, if you want a useful encumbrance system, you should be thinking: what is the goal of an encumbrance system in the context of this game?
In BG3, it serves a few purposes:
physical consequences. reduced movement speed, damage from jumping, etc are all part of D&D rules, which is useful when you’re in a kind of situation where, say, you need to get a giant boulder across a huge gap and put it on top of a button that opens the gate while in combat. but outside the context of combat, doing this is meaningless, as the player can simply overcome this problem with time, which is annoying more than fun.
limit access to the number of options a character has when confronting an encounter. it’s not feasible to carry 99 potions of greater healing on you, and encumbrance is a general strategy that prevents this from being as effective. at the end of the day it does not solve this problem
express limitations on what a character can do with their environment. encumbrance affects how much else you can carry, such as throwing a big rock at an enemy to do a lot of damage. this is irrelevant in the context of inventory vs. how much you can affect your environment; it can easily exist independently of an encumbrance system.
I don’t like encumbrance in games in general. It makes games more fiddly, and forces the player to engage the system with no real addition to the fun of it. Limited inventory slots are similarly frustrating in games to the scale of Baldur’s Gate. BG2 solved both of these problems by giving the player a billion bags of holding, which also had the added benefit of making inventory organization easier in a system that was largely left the same from its predecessor since it probably was built on the same codebase. BG3 had no such codebase restriction, and its type sort system sucks (the search bar is a lifesaver). Encumbrance very much feels like a “This is how it works RAW in 5e, so we’re going to do it this way” decision, which is funny because in plenty of other situations the devs decided to stray away from RAW to make the game a lot more approachable.
I don’t know if the goal of encumbrance is to prevent players from taking everything as much as possible or not - but if it is, it utterly fails at that goal
BG3 does give the ability to send stuff from lootable locations directly to camp, which solves half the problem. If I could sell stuff directly from camp the other side would be solved.
There is a valid argument of part of thee reasoning being determining what is really important to you prevents you from picking up literally everything and breaking the economy. But Starfields economy already seems pretty broken in my favor. I significantly upgraded my ship on both my first and second visits to New Atlantis. So I’m having a hard time feeling overwhelmed by the encumbrance.
An inventory management button that would automatically distribute wares to the character with the least carried stuff would already hope a lot - especially if we would be able to save that every cup, fork, etc would automatically be marked as wares and if there was a way to mark multiple things as wares at the same time (and if " sell all wares" would sell everything from all inventories present and not just for the talking character)
Selling wares remotely that are in camp and having an option to automatically send everything marked as wares to camp would also help a lot
I feel as if BG3 could do a lot more with the “wares” marker to make the weight limit less annoying
Moving cups and plates from one char to another just isn’t fun
If Volo is in your camp you can sell him your stuff. It’s not a dialogue option but the button on the bottom left. His gold and potion supply seems to refresh as well.
I finished my first run the other day and had no inventory issues. I did stop picking up every single thing not bolted down about halfway through the game and still ended with a surplus of 25k gold. You can select multiple items and send to camp/stronger party member or add to wares for quick sell. I was a low STR sorceror so just sorted by weight and sent it all over to lae'zel whenever I was carrying too much. Didn't really go out of my way to go to merchants
I’m 10 years into my games career and one of the main reasons I’m still in it is that I’ve worked for indie studios for most of my career.
I’ve worked rarely for AAA studios and they are soulless and long hours. It’s not fun, it’s not creative, it’s not about creating personal art. It’s about creating a product to make profits. They’re really fun games a lot of the time but they get there by limiting who can contribute to what.
An engineer trying to give feedback on design gets shut down. A lot of smaller studios are the opposite and people wear multiple hats daily. I love wearing multiple hats and it helps me understand my own art creation process.
Some folks in the industry as well only see this like a job not an expression of themselves through art. That’s fine but limits them to studios who only want workers not artists.
That said, the average has came up. About 10 years ago that average time in the industry was 5 years. Now it’s 7. People are finding the industry more and more stable but the industry does have a problem keeping juniors. I almost left the industry several times but as I got over 5 years I started to see a change in job offers. Lots more recruiters contacting me. At 10 years I’ve started to see a lot more people wanting to pay me for an hour talk. It becomes easier to stay in the industry as you gain experience but those first 5 years are really rough.
I see where he's coming from, as when cross-play isn't available niche online games can die quickly and exclusives are annoying, but if there was only one platform holder, that status would quickly be exploited with high online fees and tighter controls of how games are purchased/resold.
Unsurprising. The first game, while novel and interesting, was not a good game. And from what I read, the general consensus is that the actual gameplay of this one is even worse than the first’s. I admired what the first game was trying to do and I even think they did it well, but at the end of the day the majority of people play videogames to have fun.
Regardless, some folks love both games, and I’m happy for them. That being said, it’s a very niche game and I find it odd for Microsoft to have bet so heavily on it to be more popular.
Presumably they removed it all before launch. What I don’t get is how they didn’t figure out who did this (unless it’s mentioned later on in the article, I gave up after it got rambly), don’t they use version control?
If it was someone with certain rights he could theoretically remove trace of this from the history. In git you can do it by rewriting history and force pushing
I’m really excited to hear that the narrative Lego concept is working. It makes a lot of sense on paper, but there are a lot of ways it could go wrong. We won’t really know until the game is out, but this could potentially be revolutionary for the medium, both from the customer’s side and the business side of things.
Yeah, very cautiously optimistic. It’s making me a bit anxious though that it sounds similar to what We Happy Few tried to do with the whole non-linear story thing.
That sounds a lot like the jump from HD to 4K. Which is to say a lot less impactful than the previous jumps and tech. And something a lot of people might not even notice.
Are there other benefits to this? Like less work for developers?
A lot less work for developers, smaller game sizes, and map and game design no longer needing to be built around the onerous limitations of raster lighting and reflections.
Ray tracing is a bigger deal than most people realize. It feels like a gimmick because the games that support it today are still ultimately designed around rasterization.
Path-traced lighting in particular is a huge game changer, and means developers will no longer have to choose between rudimentary global dynamic lighting and very static and storage-intensive baked lighting. You can get the benefits of both without the drawbacks of either, assuming the hardware is up to snuff.
That would make a ton of sense as the legend (beat Ganon) is the same but details and setting change
But I couldn’t help chuckle at mental image of some grandpa telling his kid the legend (the tears of the kingdom version) of making a weaponzied hover bike torturing koroks
That would make a ton of sense as the legend (beat Ganon) is the same but details and setting change
But I couldn’t help chuckle at mental image of some grandpa telling his kid the legend (the tears of the kingdom version) of making a weaponzied hover bike torturing koroks
Yeah, the uh, “trans characters” almost definitely would’ve been cut or modified.
You’d offend people who think that stuff shouldn’t be in video games, and you’d also offend people who think they’re poor “representation”.
Even Fassad could be a little questionable from a cultural-sensitivity perspective.
Not saying I think these should be cut, but that was likely Nintendo’s justification. Combined with the fact that the GBA was on its way out even when the Japanese version was released.
I have a sliver of hope for a release on the NSO expansion bundle, though.
I’m not even sure then being non binary (I think they are referred to that way? May be translation though) is the issue, but them coercing a kid to bathe with them all might upset people.
This doesn’t read soulless corporation to me. This reads Todd Howard’s bruised ego. He’s one of the directors of the whole studio after all, and could very well be behind this decision.
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