• 70 Posts
  • 1.57K Comments
Joined 10 months ago
cake
Cake day: March 18th, 2024

help-circle

  • The comments here are something else. This event is completely independent of the sales of the game (a game that probably did just fine). She’s a director who left a company after 18 years at the end of a project, which directors often do, because that’s the best way to accept a lucrative offer without burning bridges. 18 years is a long time to stay at the same company.

    EDIT: Oh, apparently this departure is a part of some manufactured internet culture war drama. Allow this from Jeff Grubb to clear the air:

    Corrine Busch, director of Dragon Age, really is leaving BioWare. But I don’t think EA is closing BioWare Edmonton. Was told there is nothing solid about that part of the rumor.

    In her letter, she said she is moving to a new team to work on a new RPG.

    Just to give you all the timeline: Two people reached out to me directly with details about the story before I ever saw Grummz or whoever’s tweets (I have all those blocked). Regardless, their posts contained lies to fuel a pathetic culture war, so I never would’ve felt good about crediting them.










  • I’m not talking about a metaphorical 50m, I’m talking in the game world 50m. It’s not an analogy for game design, I mean in a very literal sense that the worlds are a bit too small for my tastes.

    But the size of the world is a part of the game design. What’s too big for The Outer Worlds might be just fine for Mad Max simply because one of those games lets you drive a car. The distance that those supplies can be away from where you start is dictated by what mechanics you have at your disposal to get there. It’s metaphorical because we’re talking about any time a game makes a decision like this with relation to how they scale their game world, not just that one time that you measured it out to be 50m.

    I do think it’s worth examining why this is harder for you to suspend disbelief than other things in video games. You suspend disbelief every time your character loses or gains hit points rather than suffering actual injuries that need time to heal. You suspend disbelief any time you play a game in a real world city that isn’t represented in 1:1 scale (that’s basically all of them) like The Division or Spider-Man. So to the same end, I’ll take those supplies that are 50m away and it’s somehow too far for the quest giver to go get them, because it’s best for the design of the game, just like the scale of the world that they built.











  • As it stands now, it’s difficult for the consumer to make the informed choice that you can make with any of those. And the comparison is that you’d prefer cigarettes that didn’t cause cancer, because they absolutely have the ability to make cigarettes that don’t cause cancer in this metaphor, but they choose not to because they believe they stand to make more money the way things are.