- 6 Posts
- 10 Comments
ampersandrew@lemmy.worldOPto
Games@lemmy.world•‘Baldur’s Gate 3’ Maker Promises ‘Divinity’ Will Be ‘Next Level’English
1·2 days agoKeep in mind that also comes with Vincke championing AI, and though he says no genAI assets will make it to the final product, there’s still some dissent. Here’s hoping though.
ampersandrew@lemmy.worldOPto
Games@lemmy.world•‘Baldur’s Gate 3’ Maker Promises ‘Divinity’ Will Be ‘Next Level’English
2·2 days agoFrom the other Larian article in this community, it seems their engine improvements are largely things that they claim will allow them to iterate on ideas faster, like going right from mocap to a usable animation more quickly.
ampersandrew@lemmy.worldOPto
Games@lemmy.world•‘Baldur’s Gate 3’ Maker Promises ‘Divinity’ Will Be ‘Next Level’English
2·2 days agoMuch less is determined by engine than the average person thinks. Andromeda wasn’t a new engine; it was an engine that was made to make Battlefield games that then had to be used to make action RPGs and racing games after the fact. Capcom made an engine for the games they had in mind 10 years ago, and it’s fantastic at Resident Evil, Devil May Cry, and even serving as an emulation wrapper, but it’s showing cracks under the support for open world games that they added more recently. Larian’s engine is made to support the systems driven RPGs they conceptualized in the early 2010s, and there’s little chance some other engine will do it just as well or better without plenty of custom code anyway. Ask Digital Foundry about all of the “optimization” Unreal 5 has done for developers already.
ampersandrew@lemmy.worldOPto
Games@lemmy.world•‘Baldur’s Gate 3’ Maker Promises ‘Divinity’ Will Be ‘Next Level’English
2·2 days agoThey said very little about what that new engine entails, but much like Starfield, I suspect it’s largely reusing their old engine and only remaking select parts of it. Larian is doing something in the RPG space that, to me, makes nearly all of their competitors feel outdated, and it makes sense to me to make their own engine to do that as efficiently as possible. To make one of their games in an off the shelf engine like Unreal, with all of the bespoke physics objects and the ways every entity interacts with spells, elements, and other effects, could easily result in huge performance costs above and beyond what we saw in Act 3 of BG3.
ampersandrew@lemmy.worldOPto
Games@lemmy.world•‘Baldur’s Gate 3’ Maker Promises ‘Divinity’ Will Be ‘Next Level’English
2·2 days agoSure is!
ampersandrew@lemmy.worldOPto
Games@lemmy.world•‘Baldur’s Gate 3’ Maker Promises ‘Divinity’ Will Be ‘Next Level’English
13·2 days agoThe first Divinity was called Divine Divinity, and it was closer to Diablo than Baldur’s Gate. As per this interview, this game is going to be the same style as BG3 and the Original Sin games.
ampersandrew@lemmy.worldOPto
Games@lemmy.world•A Gaming Tour de Force That Is Very, Very FrenchEnglish
0·7 days agoIt’s short by JRPG standards, and if you find a deep enough sale, I’d say there’s still a good chance you’ll be into it and it’s worth a try. It’s very JRPG but also very different from others I’ve played at the same time.
ampersandrew@lemmy.worldto
Games@lemmy.world•'Huge respect to the folks at Obsidian': Todd Howard invited Obsidian devs onto Fallout season 2's set so they could see New Vegas in the fleshEnglish
0·14 days ago“I think fans debate what their favourite one is, which is understandable,” Howard says. “I think it’s great that you can have a lot of factions and the fans say, ‘Oh, I like one or two or three or four, or Vegas or 76’ now, and so I think that’s really healthy for a franchise where people can say which one is their favourite.”
I’m sure Todd’s head canon is that there’s more of a debate than there actually is.
They do it because if you have to be online, connected to their servers, you have to look at their store and be tempted to buy something else for the game. It’s also just straight DRM. The industry spent the better part of 20 years complaining about piracy and used game sales, and now they’ve found a way to defeat them by just designing their games to disappear when the servers are gone. That does come with a catch though. Building and maintaining the online infrastructure costs a lot of money, and given how many of these games just instantly flop and die, customers are less willing to invest their time and money into a game unless they know it’s a winner, which has less to do with the game’s quality and more of how many other people perceive it to be quality. This looks to me to be why the industry is crashing right now.
As egregious as horse armor was decades ago, that doesn’t offend me the way server requirements do (you can always just choose not to buy the horse armor and still have the game you bought in perpetuity). If the game requires an online connection, don’t buy it. There’s always another game out there like it without the requirement. A game that requires an internet connection is just a worse version of a game they could have sold you without it, and the online requirement gives it an expiration date. If multiplayer requires an online connection, make sure it supports LAN, split-screen, direct IP connections, or private servers. This information is very hard to find just by store pages, perhaps intentionally so, but I usually check on the PC Gaming Wiki these days; otherwise you have to hope the developer responds to a question about those features in the Steam forums.



I think very little about AI compared to most people, for or against, but it largely seems to me like a solution in search of a problem, and it’s very cult-like how many CEOs get on board with it so quickly despite its very public lack of actually good results. On paper, the way Vincke describes their use of it sounds fine to me, but hopefully he’s not doing something so idiotic as to mandate its usage, as is happening at workplaces for friends of mine right now.