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IGN: Obsidian's always been known for doing a great job of embedding interesting stories into its game worlds, so can you talk about the story surrounding Dungeon Siege III and how much of an integral part of the experience it is?
Rich Taylor: We can't go into story details at this time. We can say that story is every bit as important in Dungeon Siege III as other titles we have developed at Obsidian such as Neverwinter Nights 2 and Knights of the Old Republic 2. The player will be an integral part of the story that unfolds as they progress through the adventure. There will be decisions the player has to make. These choices can impact how your party feels about you or affect the way other characters in the game respond to you. There are times when the player has to make a decision that will make one group or another unhappy, and this will have a long term effect on aspects of the story.
One of the refinements we are making to this system for Dungeon Siege III is that we are having each of these decisions have a short term, mid-term and long term affect on the game. So, you'll see the effects of your decisions constantly as you play through to the end.
I'm having a hard time discerning what is happening in that first picture.
Hot-Steppin' whirlwind. It's part of the "Breakdance Beatdown" skills tree.
In any case, being one of the people who really loved Alpha Protocol, I can get behind obsidian doing this. Although I suspect Chris Avellone's not really on this project in any real role, I think he's still tied up with Fallout.
Will the game have goblin grenade launchers and assault cannons like the first one
They better keep the who seamless no loading ever thing, that was pretty much Dungeon Siege's 'big deal' back in the day.
It's actually pretty much confirmed that a similiar concept will be used with the times.
Not sure if you're replying to the first, second, or both parts. But there better be some goblins this time, I couldn't play 2 knowing they left out the goblins and nifty goblin weapons (well you outgrew them quickly anyways, but they were still fun for awhile).
The goblin area in the first was my favorite area in the game. Though the rock monster that shot lasers at you were pretty cool too.
I replied about the loading times. As far as goblins go there is no information whatsoever.
I only have one good memory of Dungeon Siege and that's that it brought me into the world of forums. It was the GameSpy Dungeon Siege board and I was on it till the game released but then didn't get the game till way later after release (game really sucked compared to what this board hyped it to).
I'm having a hard time discerning what is happening in that first picture.
Hot-Steppin' whirlwind. It's part of the "Breakdance Beatdown" skills tree.
In any case, being one of the people who really loved Alpha Protocol, I can get behind obsidian doing this. Although I suspect Chris Avellone's not really on this project in any real role, I think he's still tied up with Fallout.
I already wrote you a pm but just to make it clear. George Ziets is Creative Lead on this one. The same guy who had the role on Mask of the Betrayer. So it's a more than worthy substitute.
I really enjoyed the first Dungeon Siege for a few reasons:
One: the UI improvements over Diablo. Automatic aggression/self-defense ranged attack modes? No endless clicking? Potion-sipping? Automatic inventory sorting? Yes, please.
Two: the seamless environment loading. Once the gameplay starts, there are no load screens. Even if you use a teleporter, you fly up into the sky and then descend at the new locale.
Three: (the greatest reason) The Utraean Peninsula. The multiplayer map design was a work of GENIUS. Single player, what's that? The Kingdom of Ehb is small and linear. You could instead solo in multi-mode and the game map was infinitely better. All the areas linked together by un-obvious paths which you would inevitably criss-cross later on if you were just following the signposts. The map was interconnected with all the awesomeness of the best Metroidvanias. Secrets abounded and it was fun to simply explore.
Four: The free Yesterhaven expansion was pretty darn fun. It reminded me of playing some of the better user-created modules for NWN.
The skill/attribute leveling system wasn't very easy, though.
I tried the demo of Dungeon Siege 2 but skipped it entirely when I learned they had forgone making a multiplayer map.
Did you find the secret tower in the Northern Forest / the secret pyramid leading to Paradise and the final dungeon equivalent?
I went in after finding the entrance in the looping desert with my brother, not realizing we were doing it backwards. It was pretty great.
"For who knows what is good for a man in life, during the few and meaningless days he passes through like a shadow?
Who can tell him what will happen under the sun after he is gone?"
I'm having a hard time discerning what is happening in that first picture.
Hot-Steppin' whirlwind. It's part of the "Breakdance Beatdown" skills tree.
In any case, being one of the people who really loved Alpha Protocol, I can get behind obsidian doing this. Although I suspect Chris Avellone's not really on this project in any real role, I think he's still tied up with Fallout.
I already wrote you a pm but just to make it clear. George Ziets is Creative Lead on this one. The same guy who had the role on Mask of the Betrayer. So it's a more than worthy substitute.
Well I never played NWN so I'll just take your word on that.
Just noticed the winding path in the silver-fish-man screen shot. Knowing this is Dungeon Siege, I'm pretty sure you get to wander into that background (and down through the deeper cave passage pictured as well), and this excites me.
Here's hoping the game maps are as good as the Utraean Peninsula. D.S. has never exactly been about its narrative quality, I mean ... it's one of Diablo's kin, the idea is to smash hordes of enemies and gear up. It's more closely related to Phantasy Star Online than it is, say, Pool of Radiance.
Sure Obsidian could change the nature of the game, and I'd love to play another classy fantasy story like Mask of the Betrayer. Thing is, the only truly unique thing the series had going for it was the way its game worlds and gameplay flowed. There was nothing quite like the real sense of exploration joined with a (fairly optimized) simple and fun hack 'n slash experience. I missed the opportunity to play the original with together with friends. If Obsidian turns out another strong Single-Player game, it will still be a good thing, but we really would be losing an interesting multiplayer experience that I feel should have been built upon instead of sacrificed.
Yeah those look terrific. The lead programmer and designer are the guys who did mask of the betrayer so I am very optimistic about this. Next couple of years are going to be great for arpg fans.
Agreed, I submit to the quality of those screenshots. As long as they are in game shots and not bullshots of course.
But I will remain cautiously optimistic as well. I like Obsidian stories, but I expect flaws in their games.
I would honestly have problems to name a wrpg in the last decade that hadn't a major issue in some areas and wasn't made by Bioware. (Though I personally have my fair share of nitpicking with some of their games)
Anyway, it's honestly a reason why I'm such a Obsidian whore. If a game exceeds in storytelling I usually forget to care about bugs or gameplay too much. Which is why I was never really dissappointed with the company till now.
(Also I think all of them deserve a brofist)
It would be nice though if beginning with Bethesda and New Vegas and continuing with Square Enix and Dungeon Siege the time has come where Obsidian doesn't get yearly raped by publishers.
- Dialougewheel like in ME and AP. Also there's C&C and Story doesn't take a seatpack. Focus is still Dungeoning though. Also DS3 will have refrences to the first two games
- There are classes and battle stances in the game
- It's an action battle system meaning you can press/click to attack. When attacking a focus meter fills to use special attacks. If you have an orb too the attack gets even stronger.
Meaning: you have an 180° fire special attack. With orb it changes to a full fledged 360° one.
-You can set up waypoints for better orientation.
- You can make portals to get to another location. As soon as you enter the portal you're in a little dungeon and have to fight it for a short time till you reach the other portal which takes you to your destination.
And there are lots of other infos. I'm really getting excited for this.
- You can make portals to get to another location. As soon as you enter the portal you're in a little dungeon and have to fight it for a short time till you reach the other portal which takes you to your destination.
I feel like I played another game like this and it just got annoying.
- You can make portals to get to another location. As soon as you enter the portal you're in a little dungeon and have to fight it for a short time till you reach the other portal which takes you to your destination.
I feel like I played another game like this and it just got annoying.
It's really just a 30 seconds linear path if I understood it right. Also please note that these are not final details.
- You can make portals to get to another location. As soon as you enter the portal you're in a little dungeon and have to fight it for a short time till you reach the other portal which takes you to your destination.
I feel like I played another game like this and it just got annoying.
It's really just a 30 seconds linear path if I understood it right. Also please note that these are not final details.
I'm sure it will be fine. I really just wish I could remember which game it was.
You will be able to make the game look much, much better on PC than it will on consoles, much like other cross platform games. The game looks amazing at 2560x1440 with FSAA and AF cranked, and that is something that you can't do on consoles. Seeing as the game is in pre alpha, and our featureset isn't even locked down, I wouldn't get too worried yet about what we will and won't support on a given platform
If it makes you feel any better, I've got a souped up PC at home (which is why I know how it looks at those ridiculous settings) and I advocate for our PC versions to be scalable graphically. It's something that I do feel is very important.
I have a lot of fond memories of both the first and second game (My dad, brother and myself played through both from start to finish) so I have high hopes for this. Gona have to wait and see though and try not to get too excited or anything.
Also this is made with Obsidian's own engine Onyx. So, the best attempt at getting a relativly bug free game from them.
Welp. There went any chance of this running well, looking good for the time, and working for more than an hour at a time.
Already disproven on the screenshots.
I honestly see it as the complete opposite. A engine you know better is an engine you can work with better. Also the engine itself was in development for 4+ years. (And would have originally been used for the Alien's Rpg)
We'll see.
Edit: Also I have to take something back. It's not a Dialogwheel but a tree. And I mean literary a tree.
Posts
Eclairs
Hot-Steppin' whirlwind. It's part of the "Breakdance Beatdown" skills tree.
In any case, being one of the people who really loved Alpha Protocol, I can get behind obsidian doing this. Although I suspect Chris Avellone's not really on this project in any real role, I think he's still tied up with Fallout.
I replied about the loading times. As far as goblins go there is no information whatsoever.
I already wrote you a pm but just to make it clear. George Ziets is Creative Lead on this one. The same guy who had the role on Mask of the Betrayer. So it's a more than worthy substitute.
One: the UI improvements over Diablo. Automatic aggression/self-defense ranged attack modes? No endless clicking? Potion-sipping? Automatic inventory sorting? Yes, please.
Two: the seamless environment loading. Once the gameplay starts, there are no load screens. Even if you use a teleporter, you fly up into the sky and then descend at the new locale.
Three: (the greatest reason) The Utraean Peninsula. The multiplayer map design was a work of GENIUS. Single player, what's that? The Kingdom of Ehb is small and linear. You could instead solo in multi-mode and the game map was infinitely better. All the areas linked together by un-obvious paths which you would inevitably criss-cross later on if you were just following the signposts. The map was interconnected with all the awesomeness of the best Metroidvanias. Secrets abounded and it was fun to simply explore.
Four: The free Yesterhaven expansion was pretty darn fun. It reminded me of playing some of the better user-created modules for NWN.
The skill/attribute leveling system wasn't very easy, though.
I tried the demo of Dungeon Siege 2 but skipped it entirely when I learned they had forgone making a multiplayer map.
Phantasy Star Zero: 2450 4798 1254 | Pokémon SoulSilver: 4383 4365 0505
PSN: theIceBurner, IceBurnerEU, IceBurner-JP
I went in after finding the entrance in the looping desert with my brother, not realizing we were doing it backwards. It was pretty great.
Who can tell him what will happen under the sun after he is gone?"
Well I never played NWN so I'll just take your word on that.
Here's hoping the game maps are as good as the Utraean Peninsula. D.S. has never exactly been about its narrative quality, I mean ... it's one of Diablo's kin, the idea is to smash hordes of enemies and gear up. It's more closely related to Phantasy Star Online than it is, say, Pool of Radiance.
Sure Obsidian could change the nature of the game, and I'd love to play another classy fantasy story like Mask of the Betrayer. Thing is, the only truly unique thing the series had going for it was the way its game worlds and gameplay flowed. There was nothing quite like the real sense of exploration joined with a (fairly optimized) simple and fun hack 'n slash experience. I missed the opportunity to play the original with together with friends. If Obsidian turns out another strong Single-Player game, it will still be a good thing, but we really would be losing an interesting multiplayer experience that I feel should have been built upon instead of sacrificed.
Phantasy Star Zero: 2450 4798 1254 | Pokémon SoulSilver: 4383 4365 0505
PSN: theIceBurner, IceBurnerEU, IceBurner-JP
The production values aren't comparable to a Blizzard game, but it's a blast to play co-op.
It's a flawed gem.
But I will remain cautiously optimistic as well. I like Obsidian stories, but I expect flaws in their games.
Let's Play Mass Effect - Set 6 Updated 9/8/2012
Let's Play Mass Effect - Set 6 Updated 9/8/2012
I would honestly have problems to name a wrpg in the last decade that hadn't a major issue in some areas and wasn't made by Bioware. (Though I personally have my fair share of nitpicking with some of their games)
Anyway, it's honestly a reason why I'm such a Obsidian whore. If a game exceeds in storytelling I usually forget to care about bugs or gameplay too much. Which is why I was never really dissappointed with the company till now.
(Also I think all of them deserve a brofist)
It would be nice though if beginning with Bethesda and New Vegas and continuing with Square Enix and Dungeon Siege the time has come where Obsidian doesn't get yearly raped by publishers.
- Dialougewheel like in ME and AP. Also there's C&C and Story doesn't take a seatpack. Focus is still Dungeoning though. Also DS3 will have refrences to the first two games
- There are classes and battle stances in the game
- It's an action battle system meaning you can press/click to attack. When attacking a focus meter fills to use special attacks. If you have an orb too the attack gets even stronger.
Meaning: you have an 180° fire special attack. With orb it changes to a full fledged 360° one.
-You can set up waypoints for better orientation.
- You can make portals to get to another location. As soon as you enter the portal you're in a little dungeon and have to fight it for a short time till you reach the other portal which takes you to your destination.
And there are lots of other infos. I'm really getting excited for this.
It's the same that was posted in this thread before.
PA D3 Battletags Form
PA D3 Battletags List
I feel like I played another game like this and it just got annoying.
It's really just a 30 seconds linear path if I understood it right. Also please note that these are not final details.
No AA, PC textures
I'm sure it will be fine. I really just wish I could remember which game it was.
Nathanial Chapman already confirmed AA.
Edit: Read your post wrong.
Combine that with what we know about the battle system and the moves in the screenshots including Ninja Chick:
Dungeon Siege 3: A Ninja Gaiden RPG confirmed
Combine that with 4 player on- and offline co-op.
......
Dammit Obsidian. If you fuck up the netcode on this I will steal your children and sell them to Bioware.
Welp. There went any chance of this running well, looking good for the time, and working for more than an hour at a time.
Already disproven on the screenshots.
I honestly see it as the complete opposite. A engine you know better is an engine you can work with better. Also the engine itself was in development for 4+ years. (And would have originally been used for the Alien's Rpg)
We'll see.
Edit: Also I have to take something back. It's not a Dialogwheel but a tree. And I mean literary a tree.
Most exciting is probably that guy doing the Concept art for the enviroment:
http://charlesleeconcept.blogspot.com/
That was the best thing in Dungeon Siege 2.
And also one of its biggest faults. But still.