Frog Helms Fan Club — Hi Josh, I was wondering when developing the...

archived 23 Sep 2020 15:23:32 UTC

Frog Helms Fan Club — Hi Josh, I was wondering when developing the...

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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna
pilot-dude asked:
Hi Josh, I was wondering when developing the Honest Hearts DLC, was a fleshed out pro-White Legs option ever talked about? I always felt that it was a little weird that I couldn't support the Legion in the area that was supposed to give us a little hint as to what tribal warfare is like in the East.
We talked about it briefly, but the time schedule for Honest Hearts was very short, so it never seemed like something we could feasibly support.

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The Job of a Studio Design Director

I am the studio design director at Obsidian Entertainment.  This is, for lack of a better term, the “top” design position at the studio.  A few people have recently asked me what it means for me to “give feedback” or “advise” on a game that I am not working on.  Some people may also wonder what else the job entails.  It comes down to five things:
  • Meeting regularly with design directors at the company to talk through what they’re working on.
  • Playing builds of the company’s games at important milestones and providing feedback.
  • When asked, reviewing design documentation or attending design meetings to offer feedback and ideas.
  • Maintaining and updating the company’s internal design standards and applicant tests.
  • Depending on the position, filtering design resumes and attending interviews with other designers.
The regular meetings are just that.  They are informal, unstructured, and usually 15-60 minutes long, depending on how much there is to talk (or rant) about.  If I think it could be helpful, I offer advice, otherwise I listen and give opinions.  Sometimes these meetings help me recognize when someone is having a problem that someone else at the company can help with.  I then try to put those people in contact with each other to move things forward.
I don’t play every team’s games all the time.  I play them when they have important milestone builds or when someone on the team specifically wants my feedback on some new feature or piece of content.  I play the build, I write up notes, and I give feedback based on those notes.  I try to orient my critical feedback around what sort of experience the team has said they are going for and how the experience actually plays out.  I also often try to put myself in the position of an ordinary person playing the game for the first time.  There are a lot of things a team gets used to and doesn’t realize how aggravating it is to experience fresh.  When it comes to either an existing IP or a new IP, I give feedback on how that IP is being used or developed and how I think the audience will receive it.
I can’t review all of the design documentation at the company, but when my feedback is requested or when I think it’s an area where I could be of help, I do review documentation and provide comments and comprehensive feedback.  It’s much easier to course correct in the documentation phase than when you’re knee-deep in implementation.
Obsidian has a number of internal documents detailing our expectations of designers at each seniority level and also our expectations of what each sub-discipline should be focused on doing.  We also have design tests that go out to applicants.  These tests are separated by sub-discipline and (recently) by seniority.  Finally, we have company-wide and IP-specific writing standards documents.  I did not write all of these documents in the first place, but I am responsible for updating them or asking/allowing someone else to update them based on the needs of projects and the company.
I also don’t sit in on every design interview, but depending on my schedule and the type of position being interviewed, I will either do some of the up-front reviews of applications/tests or I will sit in on interviews and provide my feedback to the people making the hiring decision.
That accounts for about 90% of my day to day responsibilities at the studio design director.  The remaining 10% is spent on drop-in design talks and handling all of the quarterly reviews for the company’s many designers.
I hope that explains it somewhat.  Thanks for reading.
I'm like the only person ever that would be legitimately excited by the prospect of Brink 2
That’s not true. There were a lot of people in my replies on twitter who also really liked Brink and were excited by the idea of a new game.
It’s been many years since I played Brink, but I think one of the reasons it stayed more niche was because, like Wolfenstein: Enemy Territory (which Splash Damage also developed), completing objectives and utilizing all of the different mechanics was slightly too much for a lot of players.
There’s a threshold in competitive games like that where new players struggle to find their footing while the hardcore veteran players just completely brutalize them in moment to moment gameplay, in tactics, and in map/objective strategy.  When that happens, the hardcore get more hardcore and the new players are increasingly repulsed from making it through the learning process.
Not to denigrate Blizzard, but if you look at Overwatch, the objectives were simplified down to (on most maps) STAND ON THING or STAND NEAR THING. There’s one thing and you need to be on it or near it.  And the core mechanics of each character were very consistent from an input perspective (it’s been years since I’ve played, but that’s how it was near launch).
Almost anyone can play Overwatch and at some point in the match trigger their Ult and kill/rez/protect someone.  In Brink or W:ET, a new player can go through multiple rounds without killing anyone and feeling like they’ve been run over by eight semis – and also not understanding what the objective is.
I.e., the skill floor in a game like Brink is significantly higher than it is in Overwatch and in a competitive game, that can have a negative effect on new players coming in over time.
Hey Josh, just asking the question I asked previously again, apologies if I’m a pest! So, since you’re big into cycling as a hobby, what brands of bikes could you recommend for someone for general use, just looking to ride around my general vicinity and get some exercise in. (Pre-assembled bikes would be what I have in mind, as I have no knowledge of or desire to build my own). Any suggestions would be appreciated! :) P.S- I hope your wounds from your recent crash heal soon!
One thing I would suggest is to avoid Wal-Mart bikes or anything new that’s in the sub-$400 range.  They’re demonstrably unsafe and may be extremely frustrating/unenjoyable.
Though it’s great that so many people are getting into/back into cycling during the pandemic, a side effect is that many bike shops have been sold out for months.  It may be easier and more price-effective to find a used bike through Craigslist or equivalent.  Obviously only consider bikes that have been well-maintained or barely-ridden.
Setting aside specific brands or models, there are two things that are very important: you like how the bike feels to ride and you like how it looks.  If you like how the bike feels to ride, you are more likely to ride it.  If you like how it looks, you will also be more likely to ride it.
Sometimes people recommend bikes that they think someone “should” ride and ignore what makes them feel good and happy.  What I enjoy and am used to riding (road bikes with drop bars and unpadded leather saddles that sit higher than the handlebars) will probably not be what you enjoy.
For that reason, it’s very important that you see the bike in person and take the opportunity to ride it.  Only think about how many gears it has in relation to the riding you’re going to do.  Yeah, if you’re doing a lot of hills, you will probably need a bike that has a cassette in the back with 7+ gears.  If you’re just doing mostly flat stuff, anything will be fine.
Get a bike with handlebars that you’re comfortable on, a saddle you’re comfortable on, and aesthetics that make you want to keep looking at the bike.  If you get really into cycling, you can swap out parts/the entire bike later.  For just getting into it, your comfort and enjoyment are the most important things.
Thanks for the well-wishes re: my crash injuries.  They’re mostly healed and I’ll probably get back on my road bike in the next few days.
Good luck.
This is a dumb question that hinges on my (potential mis)interpretation of vague lyrics, but do you know if the This Heat song SPQR had any influence on the design of Caesar's Legion? It's on a record that is mostly about the threat of nuclear war, and I've always thought the song in question is about post-collapse society reorganizing in the image of the Roman Empire by way of some Jungian bullshit. I know it's a stretch but the song just came up on shuffle and this popped into my head haha.
No, not as far as I know. Sorry.
Hello Josh firstly I just want you to know that those wonderful Sea shanties from Deadfire and your songs from New Vegas are frequent chore songs between my wife and they bring us great joy. Now to my actual question, did you write all of those or was it collaborative between the Deadfire team and the New Vegas team respectively?
I wrote all of them for both games.  During the recording sessions on Deadfire, Nils Brown would sometimes discover that something in my lyrics wasn’t working when sung, so we’d re-write them on the spot.  Nothing major, just enough to fix whatever syllable or word was tripping us up.
mahnayme asked:
How do you feel about the radio introduced in Fallout 3 and continued in the following games? Do you have a preferred play style (with or without the radio)?
I thought it was a good addition.  Broadcasts are a great way to keep the player informed of changes in the world / reactions to the things they’ve done (see also: VtM: Bloodlines).  Also, I think radio broadcasts (or at least ham radios) would be important in a post-apocalyptic society.  Radio transmitters require a lot of energy, but have the potential to reach a huge number of people very quickly.
Sometimes I play with the radio on, sometimes off.  I think it depends on the environment/my mood.
Way back in 2013, Chris Avellone said in an email that it was never his intention to have horses in the comic All Road. Today, some people are doubting the legitimacy of that email. Can you re-confirm that what Avellone said back then was true?
I have no idea, honestly.  If I ever knew, that info is now lost like dust in the wind.  Sorry.
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Hi Josh! Hope you are doing well. Considering that obsidian is making a game in the pillars universe, but very much not with the same gameplay, should we assume that Obsidian came to a conclusion as to why Deadfire sold less? What did you find out?
No.  Feargus had wanted the studio to make a first-person game like Avowed for years, well before Deadfire.
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thescootybootycootypatootie jesawyer
Hello! I've looked back through (I think?) 2 years of questions to see if it's already been asked, and if it has I apologize, but were the DLC packs for New Vegas and the narratives/Gameplay Additions within each always intended to be seperate from the base game? I've heard ppl theorize there was content carved off the original game to be divided into DLC and was never sure which was the case. Thank you for taking the time to read this!
jesawyer answered:
All of the F:NV DLC content – okay, let’s say 95% of the DLC content just in case I’m forgetting something – was created specifically for the DLCs and was never intended for the base game.  Even Ulysses, who was originally conceived of as a Legion companion for the base game, was entirely re-written as the antagonist for Lonesome Road.  All of the locations, characters, perks, and items were conceived of as DLC content, not base game content.
I’m watching through Retcon Raider’s series on the design docs for the cancelled Van Buren F3 and I love how you guys were able to take some of the ideas from that and re-incorporaate them into New Vegas and it’s expansions, even if they weren’t 1:1 (though I doubt that would have worked anyway)
I’m sad we’re likely never going to officially see the final build of that, but I’m so happy you were able to deliver a great game anyway
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