Highest Rated Comments


Obsidian_Ent159 karma

Tim Cain: those rights are held by Activision Blizzard, who got them from a chain of buy-sell events occurring after Sierra closed. I have often thought of making a sequel to Arcanum, especially since Troika designed a sequel called "Journey to the Centre of Arcanum" back in 2001, but I don't own the rights and there doesn't seem much interest from the publisher to back such a project.

Obsidian_Ent153 karma

Chris Avellone emotes:

:: Chris shifts uncomfortably in chair ::

Obsidian_Ent137 karma

Chris Avellone nods at this very good idea. And he's not joking.

Obsidian_Ent120 karma

Chris Avellone looks back:

The issues with K2 are my fault, and no one else's. Looking back, I would have taken more care to focus on the elements of the game that mattered the most: the story and characters, and removed the mini-games, for example (those were a waste of time) and also cast away many of the cut scenes (they cost too much time to do technically, despite how much we liked them).

I also would have downscoped the cast and done what we've done on titles after that - made a smaller, more reactive cast and kept the central character pillars (Kreia, Atton, Mira, Visas Marr). I would have kept T3-M4, regardless.

Obsidian_Ent118 karma

Chris Avellone adds:

Josh is right (I almost wrote "write" there). It's often the VO budget, not the will of the designers that limits the amount of reactivity text between NPCs in an area. As an example, the reactivity text in Fallout 2 I felt was far more true to an RPG than other games I've worked on because it was much easier pipeline-wise to implement it and while it wasn't free, it was definitely FAR less expensive than if someone had had to voice it. Also, it was easier to edit.