Larian are also really good at figuring how to focus on the right things in order to deliver on an ambitious idea. They make sure that feasibility is a primary consideration, and also clearly have some smart people who can push the boundaries of what is feasible. But it seems obvious to me that they start from a place of only building systems that will work, instead of starting on something cool and then trying to find a way to make it work.
That said, this should also be common sense, and I'm all for holding game studios to a standard of "build intentionally and make working stuff".
That’s something I think the panel shows have highlighted: they focus on systems and reactivity as the mechanism which immerses the player in the role they wish to fill.
There’s something about crpg brain that just loves a convoluted series of interlocking systems that allow the player to enjoy the illusion of being a figure the world reacts to in a realistic/believable manner.
Larian are also really good at figuring how to focus on the right things in order to deliver on an ambitious idea. They make sure that feasibility is a primary consideration, and also clearly have some smart people who can push the boundaries of what is feasible. But it seems obvious to me that they start from a place of only building systems that will work, instead of starting on something cool and then trying to find a way to make it work.
That said, this should also be common sense, and I'm all for holding game studios to a standard of "build intentionally and make working stuff".
That’s something I think the panel shows have highlighted: they focus on systems and reactivity as the mechanism which immerses the player in the role they wish to fill.
There’s something about crpg brain that just loves a convoluted series of interlocking systems that allow the player to enjoy the illusion of being a figure the world reacts to in a realistic/believable manner.