Agent_Karyo@piefed.world to Fallout@lemmy.worldEnglish · 5 days agoTodd Howard says that Fallout 4's cinematic dialogue system 'really did not resonate' with players, even though Bethesda 'spent forever' working on itwww.pcgamer.comexternal-linkmessage-square50fedilinkarrow-up179arrow-down10
arrow-up179arrow-down1external-linkTodd Howard says that Fallout 4's cinematic dialogue system 'really did not resonate' with players, even though Bethesda 'spent forever' working on itwww.pcgamer.comAgent_Karyo@piefed.world to Fallout@lemmy.worldEnglish · 5 days agomessage-square50fedilink
minus-squaremassive_bereavement@fedia.iolinkfedilinkarrow-up8·4 days agoProbably my favorite part of both games and the reason their worlds still felt lived. The same applies to Cyberpunk.
minus-squarebrucethemoose@lemmy.worldlinkfedilinkEnglisharrow-up6·4 days agoYeah. KCD II as well. This is even where ‘fillery’ games like AC Odyssey shine. A successful dev strategy seems to be ‘let writers go mad in mini quests/dungeons’
Probably my favorite part of both games and the reason their worlds still felt lived. The same applies to Cyberpunk.
Yeah.
KCD II as well. This is even where ‘fillery’ games like AC Odyssey shine.
A successful dev strategy seems to be ‘let writers go mad in mini quests/dungeons’