Will this feature any sort of co-op/online features, like this island? Or is it stricltly all single-player? It'd be cool if there was a companion rental system like in Dragon's Dogma.
Will this feature any sort of co-op/online features, like this island? Or is it stricltly all single-player? It'd be cool if there was a companion rental system like in Dragon's Dogma.
Durance's characterization clicked into place for me when all the other companions reacted to him like he was a dirty, offensive old lunatic.
I really hope they can tighten up the storytelling and writing compared to the previous game and take some more risks, genre Tyranny. I didn't contribute to the Kickstarter because I'm a bit skeptical.
Sagani's still likely to show up since her home is in the deadfire archipelago.Sagani and Eder were my favorites as well. And while I'm glad that Sagani won't be a companion in Deadfire since it wouldn't have for her story at all I'm really excited for Eder to return because he seemed like he'd stay close to The Watcher.
Sagani's still likely to show up since her home is in the deadfire archipelago.
Sagani's still likely to show up since her home is in the deadfire archipelago.
I was more expecting we'd be able to visit the island where Sagani's tribe is since I think there are other tribes as well.It'll be really cool if she shows up again in some way, but her joining back up as a companion for another adventure after finally being able to return to get family wouldn't feel right.
Can someone refresh my memory?I thought the gods in Pillars were fake and were a myth created by the Engwithans as a means of control of the populations and souls, the inquisition was formed to suppress the truth about the gods, but now we have a deity embodying a titan? So those gods are real?
Depends on how you define gods. The gods are human-made, but their powers are basically still that of gods. Personally, I still consider them gods even if they weren't the creators of the universe.
The gods are real and have real powers, it's just that they are constructs on the Engwithans. The Key is still very much try to prevent that from being public knowledge of course.
I was more expecting we'd be able to visit the island where Sagani's tribe is since I think there are other tribes as well.
bummer, I somehow missed the entire discussion. I hope you came up with something crazy and memorable. I also hope it isn't just a bunch of GAF references
What did you choose at the end of PoE? Did you have a clear choice in mind or you went reluctantly with one, as in "it's the least bad option so I'll take it"?
So far, it's pretty much how we described it. I think it took the writers a while to get used to the dynamic (topical) adjustments to relationships and how they tied into the scripted reactions as they develop over time, but the end result is pretty close to how I envisioned it.
My goal with all of this wasn't to replace the scripted reactions, but to have a dynamic "middle man" to handle the incremental adjustments to relationships that eventually build to the scripted events.
Some folks have asked why this is necessary. From my perspective, it can often seem like companions are designed to have a lock-step progression in their relationships – either with you or with each other. In a game that stresses freedom of exploration, I think the development of a relationship feels more natural if the build-up is something the player can see happening.
E.g., Eder has some racist beliefs. However, he doesn't consider himself to be racist and his racism is only expressed in certain contexts. If a character who hates racist attitudes has a huge blow-up at Eder because he's racist and the player hasn't actually seen evidence of that in their interactions, the blow-up will fall flat.
The topic system tracks those interactions. And in some cases, those interactions won't get hit and the relationship won't go in a certain direction. In my opinion, that's a good thing, especially if the player can steer conversations toward or away from certain topics to guide relationships intuitively.
We're still testing a lot of this with the finished relationship conversations, but I'm hopeful that it will produce a more dynamic way for companion interactions to develop.
It'd be pretty cool if the island used to be this thriving pirate base of operations but by the time you arrive it's all been abandoned with the pirates moving on to somewhere better with only a rag tag bunch of criminals remaining :P
FYI, Josh Sawyer answered some Deadfire questions on his tumblr today. In response to a question about the progression of the "Deeper Companion Relationship" system, he had this to say:
Will there be voiced companion banter? I loved banter in BG2 and if it can be voiced it just makes it all the better.
That being said I really need to finish the first game. I get to act 2 and then always just lose interest half-way in.
FYI, Josh Sawyer answered some Deadfire questions on his tumblr today. In response to a question about the progression of the "Deeper Companion Relationship" system, he had this to say: