![]() ![]() ![]() "We did examine all the logistic impacts of doing post-game content with limited resources. House in place for post-game reactivity and Strip Securitrons-not all areas had post-game design work." And while some designers had planned for it-for example, our lead writer had lines for Mr. "But if you haven't planned for it throughout your design process for your areas and characters, it can be a lot of work to go back and add later on. "Designing post-game content is not hard to do if you're keeping it in mind with each NPC and quest as you're designing it (like doing a Karma check, faction check, or just another global reactivity check, which we had to do anyway)-sometimes all it needs is a post-endgame line," Avellone said. The problem is that while Obsidian had a plan to add that content, very little work to make it happen had actually taken place, even as the game entered beta testing. The main goal, Avellone said, was to give players the ability to "keep wandering the wasteland, explore the 'dungeons' and fight random encounters." The planned aftermath sounds relatively superficial, with special lines for some characters and post-battle dialogue for a few NPCs rather than wholesale changes to the world. ![]()
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