Yeah, but I find it kinda funny since he has always been down on romance options in video games
Usually for good reasons, I think. But this interview he gave is a little.... hmm
You've stated in the past that you don't like romances in games—at least to the extent that they've been done in games thus far. Were you to implement a romance subplot in Project Eternity, what would it involve?
Not a big fan of romances. I did four in Alpha Protocol because Chris Parker, our project director, demanded it because he thinks romance apparently is easy, or MAYBE it’s because he wanted to be an asshole and give me tons of them to do because I LOVE them so much (although to be honest, I think he felt it was more in keeping with the spy genre to have so many romances, even if I did ask to downscope them). At least I got to do the “hatemance” version of most of them, which makes it a little more palatable.
Also, the only reason the romance bits in Mask of the Betrayer worked was because George Ziets helped me with them since he was able to describe what love is to me and explain how it works (I almost asked for a PowerPoint presentation). It seems like a messy, complicated process, not unlike a waterbirth. Don’t even get me started on the kissing aspects, which is revolting because people EAT with their mouths. Bleh.
So if I were to implement a romance subplot in Eternity – I wouldn’t. I’d examine interpersonal relationships from another angle and I wouldn’t confine it to love and romance. Maybe I’d explore it after a “loving” relationship crashed and burned, and one or both was killed in the aftermath enough for them to see if it had really been worth it spending the last few years of their physical existence chained to each other in a dance of human misery and/or a plateau of soul-killing compromise. Or maybe I’d explore a veteran’s love affair with his craft of murder and allowing souls to be freed to travel beyond their bleeding shell, or a Cipher’s obsession with plucking the emotions of deep-rooted souls to try and see what makes people attracted to each other beyond their baser instincts and discovers love… specifically, his love of manipulating others. You could build an entire dungeon and quest where he devotes himself to replicating facsimiles of love, reducer a Higher Love to a baser thing and using NPCs he encounters as puppets for his experimentations, turning something supposedly beautiful into something filthy, mechanical, but surrounded by blank-eyed soul-twisted drones echoing all the hollow Disney-like platitudes and fairy tale existence where everyone lives happily ever after.
I have no idea, he is just firmly on the record as being against romance stories in games
0
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
edited May 2018
Video game romances are weird and I often don't like them, honestly.
But I also think Deadfire does a good job of mitigating some of that weirdness with its attitudes system - your party members liking or disliking you based on the actions you take around them, rather than being based on a series of very transparently scripted romance dialogues.
Yeah, the flirting and initiating romances is still a bit odd, but there's at least something there to make it feel less like a checklist.
Edit: Also, with the first game, having a romance wouldn't have fit the majority of the party NPCs, so I'm very okay with there not being romances.
Video game romances are weird and I often don't like them, honestly.
But I also think Deadfire does a good job of mitigating some of that weirdness with its attitudes system - your party members liking or disliking you based on the actions you take around them, rather than being based on a series of very transparently scripted romance dialogues.
Yeah, the flirting and initiating romances is still a bit odd, but there's at least something there to make it feel less like a checklist.
Edit: Also, with the first game, having a romance wouldn't have fit the majority of the party NPCs, so I'm very okay with there not being romances.
Another thing that helps it work, here, is that other people in the world are having romances and hooking up. The BioWare games, as the closest point of comparison, often feel really sexless outside the bubble of the player. You might occasionally meet star-crossed lovers or something, but those quests (and they're always quests) feel kinda sexless and more symbolic than authentic.
By filling the world with other, more grounded looks at relationships, it makes it less tonally jarring when one springs up among you and yours.
Poorochondriac on
+6
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
The fact that you can flirt with people who aren't Official Romance NPCs helps a lot too
Like, I mentioned it earlier, I flirted a bunch with Captain Aeldys at one point, and she flirted back, but I don't expect that to go anywhere
And then I've also tried to flirt with a party NPC who was not interested in a romance with me, and that's a dead end
It would be nice if romance NPCs had more written relationship desires than just having the player be nice to them. Do they want to be adventurers forever or do they want to settle down?
Couscous on
0
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
I wish that Deadfire had taken a cue from Divinity: Original Sin with its personality stuff.
That is to say, I'm playing a character who is designed to be aggressive and clever. She wants to solve problems with efficiency, in most cases - oftentimes violence is her most efficient method of solving things, but if there are other options, she's willing to at least hear them out.
The problem is, by hearing them out she has acquired a lot of other personality traits along the way. She recently failed to intimidate someone because she had a reputation for being too compassionate, just based on the occasional conversation option.
Essentially, what it looks like is that your disposition scores can only rise. I would think it would be better to have them on an opposition wheel sort of thing - you're either clever or you're stoic, either passionate or rational, and so on - but that doesn't seem to be the case at present. Or I've just been bad at counteracting things appropriately.
Video game romances are weird and I often don't like them, honestly.
But I also think Deadfire does a good job of mitigating some of that weirdness with its attitudes system - your party members liking or disliking you based on the actions you take around them, rather than being based on a series of very transparently scripted romance dialogues.
Yeah, the flirting and initiating romances is still a bit odd, but there's at least something there to make it feel less like a checklist.
Edit: Also, with the first game, having a romance wouldn't have fit the majority of the party NPCs, so I'm very okay with there not being romances.
Video game romances often feel like the product of people whose literary horizons don't go very far. There are entire genres relating to romance and tons of classic stories about love found, fulfilled, pursued, doomed to fail, and lost. Yet, we rarely ever see romances in games as stories - they are at best another way to "hang out" with a character or a half-assed wink and nod so that the developers can throw in a sex scene.
Epic RPGs should have epic romances - kingdoms lost because a heart loved the wrong person, ship battles between former lovers, and tales of true love split asunder and then renewed amid the wreckage of war. Instead, it's all a few dates, a gift or two, then it all trails off and gets awkwardly nonexistent as interactions start to dwindle once you get the pay-off hookup scene, to the point that some games allow you to "play through" multiple romance plots one-by-one for players who want access to all the "content."
Which is to say that you could do a great video game romance, but you can't if you approach it from the perspective of designers like Avellone.
I wish that Deadfire had taken a cue from Divinity: Original Sin with its personality stuff.
That is to say, I'm playing a character who is designed to be aggressive and clever. She wants to solve problems with efficiency, in most cases - oftentimes violence is her most efficient method of solving things, but if there are other options, she's willing to at least hear them out.
The problem is, by hearing them out she has acquired a lot of other personality traits along the way. She recently failed to intimidate someone because she had a reputation for being too compassionate, just based on the occasional conversation option.
Essentially, what it looks like is that your disposition scores can only rise. I would think it would be better to have them on an opposition wheel sort of thing - you're either clever or you're stoic, either passionate or rational, and so on - but that doesn't seem to be the case at present. Or I've just been bad at counteracting things appropriately.
I have a lot of issues with how Larian structures its games, but they are amazing at pacing out companion stories throughout a massive RPG. They also are capable of writing decent romances, since they get that the romance should be the structure and hook for a story and not just a rote chain of interactions that players game to get more cutscenes.
Durance is a total asshole and a character I love.
srs POE 1 spoilers
That moment when he realized all the pain he's endured, all the pain he's caused, is in service to a goddess that neither cares about him nor his ideals... and he just screams for like half a minute... it's so great.
Durance is a total asshole and a character I love.
srs POE 1 spoilers
That moment when he realized all the pain he's endured, all the pain he's caused, is in service to a goddess that neither cares about him nor his ideals... and he just screams for like half a minute... it's so great.
yeah just having him there for the conversation with
Magram and the other gods is... *chef kiss* amazingly good
0
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
I never allow Durance in my party because he's mean to my friends and I can't condone that
as an orlan watcher durance literally being racist to me while following me was sure something
0
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
Hey Orlan lovers, what is it you like about Orlans?
This isn't a callout or anything, it's more that I'm realizing that I've never played as one and rarely had one in my party, so I actually don't even really know much about them. Which seems wild when I've played these games as much as I have, but they've always just kind of been a shrug from me. I've played every other race in the game at this point, I think (not every subrace, but still), so I feel like maybe I should... figure out their deal?
Anybody gotten the "Fleet of my Own" achievement yet? I've purchased all the ships available at the Neketaka shipwright, but that doesn't seem to have done it. Are there ships elsewhere? Is my achievement just bugged?
I normally wouldn't give a shit, but the "Berath's Blessings" mechanic is suuuuuper interesting, and I wanna take full advantage of it.
also Chris Avellone had some real interesting things to say about both Durance and the Grieving Mother in an interview (spoilers for PoE1)
A few, I suppose. At a high level, this may be shooting myself in the foot, but I've become increasingly interested in narratives without words, especially after New Vegas (where prop placement told better stories, imo).
At a specific level, in Eternity, the original premise of the companions I wrote (Durance and the Grieving Mother) was unpeeling the layers and discovering what they were at the core – unpeeling these layers involved slipping stealthily into their unconscious, a dungeon made out of their memories. There, the player could go through an adventure game-like series of interactions, exploring their memories using psychological items important to both your character and to them as emotional keys to thread your way through the memories – but carefully, without revealing your presence. The memory dungeon was to uncover their shared history, how it impacted you, and the core of who they were as people.
And their core was pretty unpleasant. Both of them were very bad, very weak people, committing not only violations on each other, but on the player as well. When faced with the discovery that your allies, even if they fiercely support you and fight for a larger cause, have some pretty horrid faults, what do you do? Do you pass sentence? Do you forgive? Do you assist them to reach an understanding? And what I found more interesting with the spiritual physics in the Eternity world is that a death sentence isn't a sentence – killing someone actually sets a soul free to move on to the next generation. So if you intend to punish someone in a world like that, either out of revenge or to correct their behavior, how do you do it when execution is not an answer?
The elements above got stripped out of the companions in the end, so I'm happy to share it here (and I may re-examine it in the future). Overall, I thought they raised interesting questions for the player to chew on, and it was interesting to explore those themes, as most game narratives and franchises wouldn't allow for such examinations – still, Eternity was intended to be a more personal project for Obsidian where we can stretch our narrative legs more, both in structure and themes.
I wish that Deadfire had taken a cue from Divinity: Original Sin with its personality stuff.
That is to say, I'm playing a character who is designed to be aggressive and clever. She wants to solve problems with efficiency, in most cases - oftentimes violence is her most efficient method of solving things, but if there are other options, she's willing to at least hear them out.
The problem is, by hearing them out she has acquired a lot of other personality traits along the way. She recently failed to intimidate someone because she had a reputation for being too compassionate, just based on the occasional conversation option.
Essentially, what it looks like is that your disposition scores can only rise. I would think it would be better to have them on an opposition wheel sort of thing - you're either clever or you're stoic, either passionate or rational, and so on - but that doesn't seem to be the case at present. Or I've just been bad at counteracting things appropriately.
I saw some complaining that the thresholds for disposition score ranks are really low. Such that you can get a level 1 disposition in something after 2 answers of that disposition. And it seems like there are also several conversations where you are forced to choice at least one disposition, and you might only have 3 choices. Someone was complaining that their paladin already had a rank in a 'bad' disposition and they felt cornered into it.
Well they're kinda like hobbits but they're also kinda like fancy cats
Yeah but I'm asking why people like them
I dunno maybe I feel sympathy for the literal little guy.
They're small and have massive societal disadvantages in every civillization in Eora except one, so I like the idea of playing a character who's smart enough and tough enough to overcome that and shove preconceptions down assholes throats with a sword. Kicking someone's ass as an orlan is satisfying.
0
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
There's a bunch of double up stuff, too. Where you can be like, both aggressive and cruel, or compassionate and diplomatic, or whatever. Which I imagine only tilts those scales further.
I wish that Deadfire had taken a cue from Divinity: Original Sin with its personality stuff.
That is to say, I'm playing a character who is designed to be aggressive and clever. She wants to solve problems with efficiency, in most cases - oftentimes violence is her most efficient method of solving things, but if there are other options, she's willing to at least hear them out.
The problem is, by hearing them out she has acquired a lot of other personality traits along the way. She recently failed to intimidate someone because she had a reputation for being too compassionate, just based on the occasional conversation option.
Essentially, what it looks like is that your disposition scores can only rise. I would think it would be better to have them on an opposition wheel sort of thing - you're either clever or you're stoic, either passionate or rational, and so on - but that doesn't seem to be the case at present. Or I've just been bad at counteracting things appropriately.
I saw some complaining that the thresholds for disposition score ranks are really low. Such that you can get a level 1 disposition in something after 2 answers of that disposition. And it seems like there are also several conversations where you are forced to choice at least one disposition, and you might only have 3 choices. Someone was complaining that their paladin already had a rank in a 'bad' disposition and they felt cornered into it.
I'm a Bleak Walker and in at least one story conversation I'm forced into being diplomatic, which has actual in game effects of dropping my defenses and I have no way to fix it since my favored dispositions are already maxed.
I wish that Deadfire had taken a cue from Divinity: Original Sin with its personality stuff.
That is to say, I'm playing a character who is designed to be aggressive and clever. She wants to solve problems with efficiency, in most cases - oftentimes violence is her most efficient method of solving things, but if there are other options, she's willing to at least hear them out.
The problem is, by hearing them out she has acquired a lot of other personality traits along the way. She recently failed to intimidate someone because she had a reputation for being too compassionate, just based on the occasional conversation option.
Essentially, what it looks like is that your disposition scores can only rise. I would think it would be better to have them on an opposition wheel sort of thing - you're either clever or you're stoic, either passionate or rational, and so on - but that doesn't seem to be the case at present. Or I've just been bad at counteracting things appropriately.
I saw some complaining that the thresholds for disposition score ranks are really low. Such that you can get a level 1 disposition in something after 2 answers of that disposition. And it seems like there are also several conversations where you are forced to choice at least one disposition, and you might only have 3 choices. Someone was complaining that their paladin already had a rank in a 'bad' disposition and they felt cornered into it.
I have a point in "cruel," somehow, and I don't even know where I got it.
I imagine dispositions will be one of the first things rebalanced/tweaked.
I hope they don't futz too much with the faction reputations, though. It's currently harder to gain Huana favor than any other faction (and easier to lose), which I find really thematically appropriate and wouldn't want to see changed
I wish that Deadfire had taken a cue from Divinity: Original Sin with its personality stuff.
That is to say, I'm playing a character who is designed to be aggressive and clever. She wants to solve problems with efficiency, in most cases - oftentimes violence is her most efficient method of solving things, but if there are other options, she's willing to at least hear them out.
The problem is, by hearing them out she has acquired a lot of other personality traits along the way. She recently failed to intimidate someone because she had a reputation for being too compassionate, just based on the occasional conversation option.
Essentially, what it looks like is that your disposition scores can only rise. I would think it would be better to have them on an opposition wheel sort of thing - you're either clever or you're stoic, either passionate or rational, and so on - but that doesn't seem to be the case at present. Or I've just been bad at counteracting things appropriately.
I saw some complaining that the thresholds for disposition score ranks are really low. Such that you can get a level 1 disposition in something after 2 answers of that disposition. And it seems like there are also several conversations where you are forced to choice at least one disposition, and you might only have 3 choices. Someone was complaining that their paladin already had a rank in a 'bad' disposition and they felt cornered into it.
I'm a Bleak Walker and in at least one story conversation I'm forced into being diplomatic, which has actual in game effects of dropping my defenses and I have no way to fix it since my favored dispositions are already maxed.
Yeah I hated this about this first game pretty much have to take untroubled faith if you want the full bonuses.
I feel like I might ditch him for my custom barbarian after I resolve his quest, though. I just don't feel like I'm making good use of his Chanter abilities.
So one of the main reasons I only ever finished poe once other then combat being a fucking slog ( and dude im usually the first one screaming GET GUD when people complain about having to play the game to get the story) Is because I ranged from I dont care about you to I hope there is an option where I force you to relive every terrible moment your soul has ever gone through. Durance and Eldar were my boys Kana was cool because I like explorer hunters of mystery archetypes . Everyone else found themselves on the previously mentioned scale. Also a lot of the factions also inspired the same emotions. Wish I still had my cleared game save file. I wont be getting POE 2till all the dlc and bug fixes are out , because obsidian but I really dont want to play through the first game again.
EspantaPajaro on
0
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
I like Xoti's character and arc a lot, but maaaan do her combat barks need to come less frequently
Meanwhile, I love her X-Men Animated Series Rogue combat barks, but I feel like her personal story was weirdly unfinished.
0
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
you only have to get to level 7 of the endless paths to finish Kana Rua's quest
I strongly advise you to nope out after that
+1
JacobkoshGamble a stamp.I can show you how to be a real man!Moderatormod
edited May 2018
My ex of a year or two ago really digs video game romances and participated in a couple of fan communities for games she was really into and expressed frustration to me about how she felt like she got it from both ends - from gamerdudes who were mad about icky girl stuff in their games, as well as irritating condescension from the Very Concerned.
For my own part, I certainly feel like there's obviously room for improvement, but, you know, it's hardly been iterated on as much as circle-strafing. And having room for improvement doesn't preclude enjoyment of the thing as-is. Certainly not for me, anyway. And I note with amusement the frequency - not in this discussion so much, but online in general - of statements in the vein of "all videogame romances are really bad you guys (except this particular one from this one game that really clicked super hard for me)."
Well they're kinda like hobbits but they're also kinda like fancy cats
Yeah but I'm asking why people like them
I wanted to play a small race and be strong at the same time
so I picked Orlan and a gave her lot of might; it's been one of the big consistencies during my attempts at finishing PoE1
it's kinda of a weird way to phrase that question, because why does anyone like any of the races, really? PoE tried enough newish things where I had to learn to love the setting, rather than start somewhere baseline for fantasy
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Usually for good reasons, I think. But this interview he gave is a little.... hmm
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But I also think Deadfire does a good job of mitigating some of that weirdness with its attitudes system - your party members liking or disliking you based on the actions you take around them, rather than being based on a series of very transparently scripted romance dialogues.
Yeah, the flirting and initiating romances is still a bit odd, but there's at least something there to make it feel less like a checklist.
Edit: Also, with the first game, having a romance wouldn't have fit the majority of the party NPCs, so I'm very okay with there not being romances.
Another thing that helps it work, here, is that other people in the world are having romances and hooking up. The BioWare games, as the closest point of comparison, often feel really sexless outside the bubble of the player. You might occasionally meet star-crossed lovers or something, but those quests (and they're always quests) feel kinda sexless and more symbolic than authentic.
By filling the world with other, more grounded looks at relationships, it makes it less tonally jarring when one springs up among you and yours.
Like, I mentioned it earlier, I flirted a bunch with Captain Aeldys at one point, and she flirted back, but I don't expect that to go anywhere
And then I've also tried to flirt with a party NPC who was not interested in a romance with me, and that's a dead end
That sort of thing is really nice
That is to say, I'm playing a character who is designed to be aggressive and clever. She wants to solve problems with efficiency, in most cases - oftentimes violence is her most efficient method of solving things, but if there are other options, she's willing to at least hear them out.
The problem is, by hearing them out she has acquired a lot of other personality traits along the way. She recently failed to intimidate someone because she had a reputation for being too compassionate, just based on the occasional conversation option.
Essentially, what it looks like is that your disposition scores can only rise. I would think it would be better to have them on an opposition wheel sort of thing - you're either clever or you're stoic, either passionate or rational, and so on - but that doesn't seem to be the case at present. Or I've just been bad at counteracting things appropriately.
Video game romances often feel like the product of people whose literary horizons don't go very far. There are entire genres relating to romance and tons of classic stories about love found, fulfilled, pursued, doomed to fail, and lost. Yet, we rarely ever see romances in games as stories - they are at best another way to "hang out" with a character or a half-assed wink and nod so that the developers can throw in a sex scene.
Epic RPGs should have epic romances - kingdoms lost because a heart loved the wrong person, ship battles between former lovers, and tales of true love split asunder and then renewed amid the wreckage of war. Instead, it's all a few dates, a gift or two, then it all trails off and gets awkwardly nonexistent as interactions start to dwindle once you get the pay-off hookup scene, to the point that some games allow you to "play through" multiple romance plots one-by-one for players who want access to all the "content."
Which is to say that you could do a great video game romance, but you can't if you approach it from the perspective of designers like Avellone.
I have a lot of issues with how Larian structures its games, but they are amazing at pacing out companion stories throughout a massive RPG. They also are capable of writing decent romances, since they get that the romance should be the structure and hook for a story and not just a rote chain of interactions that players game to get more cutscenes.
srs POE 1 spoilers
yeah just having him there for the conversation with
This isn't a callout or anything, it's more that I'm realizing that I've never played as one and rarely had one in my party, so I actually don't even really know much about them. Which seems wild when I've played these games as much as I have, but they've always just kind of been a shrug from me. I've played every other race in the game at this point, I think (not every subrace, but still), so I feel like maybe I should... figure out their deal?
I normally wouldn't give a shit, but the "Berath's Blessings" mechanic is suuuuuper interesting, and I wanna take full advantage of it.
Yeah but I'm asking why people like them
Ohhhhh
I don't know
At a specific level, in Eternity, the original premise of the companions I wrote (Durance and the Grieving Mother) was unpeeling the layers and discovering what they were at the core – unpeeling these layers involved slipping stealthily into their unconscious, a dungeon made out of their memories. There, the player could go through an adventure game-like series of interactions, exploring their memories using psychological items important to both your character and to them as emotional keys to thread your way through the memories – but carefully, without revealing your presence. The memory dungeon was to uncover their shared history, how it impacted you, and the core of who they were as people.
And their core was pretty unpleasant. Both of them were very bad, very weak people, committing not only violations on each other, but on the player as well. When faced with the discovery that your allies, even if they fiercely support you and fight for a larger cause, have some pretty horrid faults, what do you do? Do you pass sentence? Do you forgive? Do you assist them to reach an understanding? And what I found more interesting with the spiritual physics in the Eternity world is that a death sentence isn't a sentence – killing someone actually sets a soul free to move on to the next generation. So if you intend to punish someone in a world like that, either out of revenge or to correct their behavior, how do you do it when execution is not an answer?
The elements above got stripped out of the companions in the end, so I'm happy to share it here (and I may re-examine it in the future). Overall, I thought they raised interesting questions for the player to chew on, and it was interesting to explore those themes, as most game narratives and franchises wouldn't allow for such examinations – still, Eternity was intended to be a more personal project for Obsidian where we can stretch our narrative legs more, both in structure and themes.
I saw some complaining that the thresholds for disposition score ranks are really low. Such that you can get a level 1 disposition in something after 2 answers of that disposition. And it seems like there are also several conversations where you are forced to choice at least one disposition, and you might only have 3 choices. Someone was complaining that their paladin already had a rank in a 'bad' disposition and they felt cornered into it.
They're small and have massive societal disadvantages in every civillization in Eora except one, so I like the idea of playing a character who's smart enough and tough enough to overcome that and shove preconceptions down assholes throats with a sword. Kicking someone's ass as an orlan is satisfying.
I'm a Bleak Walker and in at least one story conversation I'm forced into being diplomatic, which has actual in game effects of dropping my defenses and I have no way to fix it since my favored dispositions are already maxed.
I have a point in "cruel," somehow, and I don't even know where I got it.
I imagine dispositions will be one of the first things rebalanced/tweaked.
I hope they don't futz too much with the faction reputations, though. It's currently harder to gain Huana favor than any other faction (and easier to lose), which I find really thematically appropriate and wouldn't want to see changed
Yeah I hated this about this first game pretty much have to take untroubled faith if you want the full bonuses.
There's a lotta combat in this, isn't there
I'm doing this for you, my bro Kana
Kana ain't worth it, if you ask me.
I feel like I might ditch him for my custom barbarian after I resolve his quest, though. I just don't feel like I'm making good use of his Chanter abilities.
Meanwhile, I love her X-Men Animated Series Rogue combat barks, but I feel like her personal story was weirdly unfinished.
I strongly advise you to nope out after that
For my own part, I certainly feel like there's obviously room for improvement, but, you know, it's hardly been iterated on as much as circle-strafing. And having room for improvement doesn't preclude enjoyment of the thing as-is. Certainly not for me, anyway. And I note with amusement the frequency - not in this discussion so much, but online in general - of statements in the vein of "all videogame romances are really bad you guys (except this particular one from this one game that really clicked super hard for me)."
That Avellone quote, though. Sheesh.
As yooseful as a bump ahn a pickle
dang, that's disappointing to hear. I like her.
I wanted to play a small race and be strong at the same time
so I picked Orlan and a gave her lot of might; it's been one of the big consistencies during my attempts at finishing PoE1
it's kinda of a weird way to phrase that question, because why does anyone like any of the races, really? PoE tried enough newish things where I had to learn to love the setting, rather than start somewhere baseline for fantasy
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