The game has never been dead and progress has always been made. The problem is that this is only apparent to people who have access to the insider forums.Okay, last time I posted asking about the status of the game almost everyone said it was dead because of a lack of news and work. Things look much more active now, but how is development going? Is it turtle pace, or is it picking up?
How much content is available, and how much is actually planned? Besides the cool looking combat, I could not figure out if this was supposed to be a 60 hour RPG or what.The game has never been dead and progress has always been made. The problem is that this is only apparent to people who have access to the insider forums.
Sui Generis' prelude, ExAnima, received a very large update last Tuesday. That will be the last alpha update ExAnima receives. Very soon the game will be available to beta backers and, after that, it will be released on Steam as an early access game. I expect the beta to come out before February ends and the Steam release to take place at some point in March.
Can't really compare SG to other RPG's. It's not an x- hour RPG per se The game progresses as you make choices and changes based on those choices, there will be no set goals or achievements. or quests as such. Not as what we are used to anyways. There is no dying and reloading and trying again. You die, you start over. Pretty much take what ya know about RPG's and such and forget it.How much content is available, and how much is actually planned? Besides the cool looking combat, I could not figure out if this was supposed to be a 60 hour RPG or what.
Wait. Let's try to be precise here or our posts will be misinterpreted.Can't really compare SG to other RPG's. It's not an x- hour RPG per se The game progresses as you make choices and changes based on those choices, there will be no set goals or achievements. or quests as such. Not as what we are used to anyways. There is no dying and reloading and trying again. You die, you start over. Pretty much take what ya know about RPG's and such and forget it.
it's gonna be awesome
Oh, so in SG there won't be any way to start completely over from scratch?In Sui Generis, if you die you don't start over. Instead, you get reincarnated somewhere else. You can then track back your previous body if you wish and you may recover your gear unless somebody found it first.
I definitely meant Origins lol. Not a big fan of Inquistion, but Origins is great I think.DA:I is content rich but that content is of very poor quality.
I believe there will be a way to start from scratch, but unlike Exanima, in Sui Generis if you die you reincarnate in another body and it is possible to continue with your adventure in the same world (although naked and possibly less powerful (if someone absorbed your thaumaturge powers)).Oh, so in SG there won't be any way to start completely over from scratch?
Madoc: This is quite a broad topic but hopefully I’ve already given a sense of what we’re trying to accomplish here. The aim is to allow the player to be able to undertake any initiative that might make sense to them. The disguise is one of many things which could work in the real world and the player might arrive at intuitively. In this case you might have used brute force, a distraction, a bribe, any number of thaumaturgic powers or even found a way to enter the citadel legitimately.
All NPCs serve their own interests and make dynamic decisions before taking any action, with a huge number of factors being considered. You can never be sure what to expect because an NPC could at any point decide that what’s expected of them isn’t in their best interest. We’re building complex personality models, requirements and incentives for all activities that are detailed enough to be influenced by almost anything you do or happens.
IG: How would conversational options work with NPCs?
Madoc: While we’ve already prototyped dialogue, this is still in development. To be honest we’re still not entirely sure just how much we’ll be able to accomplish and it’s something we’re likely to continue expanding on after release. It shares a lot with how we drive story and events in general. The aim is to provide deep story which isn’t rigid and dumb to circumstance.
Whilst there more structured events where there is specific dialogue associated with specific characters, there are also roles that are interchangeable and many common behaviours that are always possible under the right circumstances.
Story progresses regardless of your involvement. What you say or do might affect its course, or grant you a certain role within it, but everything is always subject to change and just about any outcome. If none of the outcomes we specifically planned is possible then so be it, that’s how the story went. Anything can happen and we’re building this in a way that we can continue to expand on what “anything” might be.
In terms of actual dialogue options you will be given some that belong to roles you might have adopted and other less specific and unrelated options. You’re never locked into some sort of dialogue mode, you can say nothing and walk away, rudely talk over someone, address someone else or do anything else you want.
I don't think you quite understand how the devs are designing the game. Quests cannot be broken in Sui Generis since there will be no quests to begin with. The game will not be structured like a typical RPG where the game only progresses after selecting dialogue option A, B, or C.Anyways I read update #2 and, as a lover and critic of games, the ideas look promising and unique, but not so extraordinarily revolutionary that "words would not be enough" to describe it. The question now becomes how much autonomous content can the devs create before the world simply stops moving? Perhaps certain major story arcs would need to be triggered so that the player doesn't miss out on everything. I'm sure there will be the herald in every town letting the player know what is happening where. There are bound to be countless quest-breaking bugs in the case that the player does something the game does not expect, but even that could be handled intelligently and crafted into the story. The other question is how much power will the player have? Say I kill a king, can I usurp the title and rule? Will there then be alliances, taxes, and army systems to use? The game looks great, but it needs a little clarity for those of us who don't want to buy something that could very easily turn into "You have so much freedom that you should script events yourself!" I'm sure this wouldn't happen, but at least with a game like Divinity: Original Sin I knew that I would be getting a lot of playtime with a game that had character and mechanic advancement as I played.
One last question: in terms of scale and content, are we talking Diablo I which offered a good bit of content and progression, or Diablo II which offered a much more immense and expansive amount of content?
I don't think you quite understand how the devs are designing the game. Quests cannot be broken in Sui Generis since there will be no quests to begin with. The game will not be structured like a typical RPG where the game only progresses after selecting dialogue option A, B, or C.
SG will not be player-centric; instead there will be events that occur regardless of whether or not you (the player) is involved. Since the game isn't player-centric you cannot break the game by not being in the right place at the right time. The player is treated just like any other NPC as far as events are concerned. If you are present while an event is taking place you can choose to get involved or not. What events you take part in is completely up to you and if you aren't present for an event then it doesn't really matter since your character does not drive the game forward. However, not taking part in an event means that you obviously will not be able to influence said event (for better or for worse).
The game does not have a linear story; the game will have a series of events and consequences and every time you play how events unfold will likely be different. This is what the "story" is going to be made up of. It's up to the player to figure out what is going on and what they want to get involved with. Whatever you choose to do will have consequences and the world will react to whatever actions you choose. It's a very dynamic and reactive system so breaking it shouldn't be a problem. It's designed around the player being creative and doing things the devs haven't predicted. It's not the type of game that forces you down a narrow and linear path.
What makes this possible is that NPC's will have advanced AI which will allow them to make their own choices, have their own goals and motivations, their own emotions and be capable of constantly determining what is occurring around them and reacting to it. Basically anything a player character can do so can the NPC.
If I had to guess, I´d say there is gonna be a "new game" button. Why wouldnt there be? Given that the game world changes drastically over time, it would be really strange to not be able to start with a new, not yet entangled world.Oh, so in SG there won't be any way to start completely over from scratch?
Madoc said previously that you can use the same character to join other games/worlds so I don't think it's tied to your character. I think it will simply spawn a new "instance" of the world and each world instance is persistent. He also said that specific items like player housing will be tied to your character so if you join a different game instance you will still have access to your house.If I had to guess, I´d say there is gonna be a "new game" button. Why wouldnt there be? Given that the game world changes drastically over time, it would be really strange to not be able to start with a new, not yet entangled world.
Either that or it simply saves per character.