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Warhammer 40,000: Rogue Trader

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Post by maidenhaver »

Wow, praise Odthodoxy 101/0 GORY.

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Post by Element »

did they sell enough to make more pathfinder?
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Post by The_Mask »

They've started posting slop on their X account, but this piece I like. I hope you guys like it, too:


Rogue Traders dynasties have long historical annals, their rivalries lasting for generations. Those who bear the mantle of a Rogue Trader, have to learn how to engage in convoluted politics, surround themselves with a trusted retinue and always watch their backs, if they want to survive.
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rusty_shackleford wrote: October 28th, 2024, 07:36
Mediocre or bad games can still have parts that are good.
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Post by maidenhaver »

Stop it.
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Post by rusty_shackleford »

Thank you for your attention to this matter!
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Post by wndrbr »

A podcast with Owlcat's founder Oleg Spilcevski. Seems like the main theme was him discussing BG3.



on BG3 setting new expectations
owlcat's founder wrote:
BG3's success was a phenomenon because no one has pumped so much money into an isometric RPG. And let's be honest, no one but Larian could've done that. They had a huge budget that few studios can afford, especially for isometric rpgs.

I know that for Larian it was already the second time they had in a sink or swim situation: when you've invested all your money in one project, and now you're sitting there waiting to see if it's going to succeed or not. We simply won't be able to invest $200 million into creation of our own equivalent of Baldur's Gate 3.

So it's not really about achieving the new bar, no one's gonna do that because this is a one time phenomenon. However, Larian has certainly set a direction to strive towards.
on production values
owlcat's founder wrote:
Sometimes i join a project, or maybe other project managers come to me, and they say: "It's clear, these you can't release the game without cinematic cutscenes." We need to figure out how to make the presentation of content more cinematic - maybe not on the same level as BG3, but somewhat close.

We used to maee games with partial voice acting, because 1) it's bloody expensive, and 2) it wildly complicates the development process, especially since your script consists of millions of words. I already had this hunch before BG3's release, but now it became clear that this is a mandatory feature. Although it doesn't guarantee you any financial successes, it's still considered a bar that you need to clear if you want to fit in with the big boys. Therefore, the conclusion is that from now on our games will likely have to have a full voice acting.
on bloating your team by overhiring
owlcat's founder wrote:
Why stop at AA, you have to go to AAA, make a game for $50 millions and earn $300 millions. There you go, such a great business plan! However in order to make a game using that kind of budget, you need a team of 300-400 specialists. And all these specialists need to work in unison, not burn through money while hoping that things would work out by themselves in the end. This is pretty difficult.

We are going through this process ourselves. When we started making our first game, Pathfinder: Kingmaker, there were fewer than 30 of us. We are currently working on one of the games, which has a team of 150 people. And this is a fundamentally different level of communication and production, which requires adaptation.
they are drawing all the wrong lessons.

He also commented on Games Workshop IP licensing conditions, lore, dev problems and crunch, etc. I'm lazy so i'm not gonna translate that.
Last edited by wndrbr on March 20th, 2024, 08:28, edited 1 time in total.
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Post by Griffin »

wndrbr wrote: March 20th, 2024, 08:24
A podcast with Owlcat's founder Oleg Spilcevski. Seems like the main theme was him discussing BG3.



on BG3 setting new expectations
owlcat's founder wrote:
BG3's success was a phenomenon because no one has pumped so much money into an isometric RPG. And let's be honest, no one but Larian could've done that. They had a huge budget that few studios can afford, especially for isometric rpgs.

I know that for Larian it was already the second time they had in a sink or swim situation: when you've invested all your money in one project, and now you're sitting there waiting to see if it's going to succeed or not. We simply won't be able to invest $200 million into creation of our own equivalent of Baldur's Gate 3.

So it's not really about achieving the new bar, no one's gonna do that because this is a one time phenomenon. However, Larian has certainly set a direction to strive towards.
on production values
owlcat's founder wrote:
Sometimes i join a project, or maybe other project managers come to me, and they say: "It's clear, these you can't release the game without cinematic cutscenes." We need to figure out how to make the presentation of content more cinematic - maybe not on the same level as BG3, but somewhat close.

We used to maee games with partial voice acting, because 1) it's bloody expensive, and 2) it wildly complicates the development process, especially since your script consists of millions of words. I already had this hunch before BG3's release, but now it became clear that this is a mandatory feature. Although it doesn't guarantee you any financial successes, it's still considered a bar that you need to clear if you want to fit in with the big boys. Therefore, the conclusion is that from now on our games will likely have to have a full voice acting.
on bloating your team by overhiring
owlcat's founder wrote:
Why stop at AA, you have to go to AAA, make a game for $50 millions and earn $300 millions. There you go, such a great business plan! However in order to make a game using that kind of budget, you need a team of 300-400 specialists. And all these specialists need to work in unison, not burn through money while hoping that things would work out by themselves in the end. This is pretty difficult.

We are going through this process ourselves. When we started making our first game, Pathfinder: Kingmaker, there were fewer than 30 of us. We are currently working on one of the games, which has a team of 150 people. And this is a fundamentally different level of communication and production, which requires adaptation.
they are drawing all the wrong lessons.

He also commented on Games Workshop IP licensing conditions, lore, dev problems and crunch, etc. I'm lazy so i'm not gonna translate that.
Has any dev/publisher ever drawn the right conclusions or lessons from their or others' failures or successes?
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Post by Orvas Dren »

wndrbr wrote: March 20th, 2024, 08:24
A podcast with Owlcat's founder Oleg Spilcevski. Seems like the main theme was him discussing BG3.



on BG3 setting new expectations
owlcat's founder wrote:
BG3's success was a phenomenon because no one has pumped so much money into an isometric RPG. And let's be honest, no one but Larian could've done that. They had a huge budget that few studios can afford, especially for isometric rpgs.

I know that for Larian it was already the second time they had in a sink or swim situation: when you've invested all your money in one project, and now you're sitting there waiting to see if it's going to succeed or not. We simply won't be able to invest $200 million into creation of our own equivalent of Baldur's Gate 3.

So it's not really about achieving the new bar, no one's gonna do that because this is a one time phenomenon. However, Larian has certainly set a direction to strive towards.
on production values
owlcat's founder wrote:
Sometimes i join a project, or maybe other project managers come to me, and they say: "It's clear, these you can't release the game without cinematic cutscenes." We need to figure out how to make the presentation of content more cinematic - maybe not on the same level as BG3, but somewhat close.

We used to maee games with partial voice acting, because 1) it's bloody expensive, and 2) it wildly complicates the development process, especially since your script consists of millions of words. I already had this hunch before BG3's release, but now it became clear that this is a mandatory feature. Although it doesn't guarantee you any financial successes, it's still considered a bar that you need to clear if you want to fit in with the big boys. Therefore, the conclusion is that from now on our games will likely have to have a full voice acting.
on bloating your team by overhiring
owlcat's founder wrote:
Why stop at AA, you have to go to AAA, make a game for $50 millions and earn $300 millions. There you go, such a great business plan! However in order to make a game using that kind of budget, you need a team of 300-400 specialists. And all these specialists need to work in unison, not burn through money while hoping that things would work out by themselves in the end. This is pretty difficult.

We are going through this process ourselves. When we started making our first game, Pathfinder: Kingmaker, there were fewer than 30 of us. We are currently working on one of the games, which has a team of 150 people. And this is a fundamentally different level of communication and production, which requires adaptation.
they are drawing all the wrong lessons.

He also commented on Games Workshop IP licensing conditions, lore, dev problems and crunch, etc. I'm lazy so i'm not gonna translate that.
Welp that's a blackpill. Their best game is objectively kingmaker which only took 30 people and they think they need even more people than rogue trader (which still hasn't solved the main issues of the first game) :sad:
Last edited by Orvas Dren on March 20th, 2024, 09:22, edited 1 time in total.
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Post by Luckmann »

wndrbr wrote: March 20th, 2024, 08:24
they are drawing all the wrong lessons.
They always do.
wndrbr wrote: March 20th, 2024, 08:24
He also commented on Games Workshop IP licensing conditions ...
How bad was it? Or is he using "diplomatic" language? Because I know for a fact that GW is notoriously **** and often come with left-field demands on how things you might consider minute be depicted or presented. They're a group of meddlesome ******* that will resist anyone doing a better job of depicting WH40k than they do, which is probably also why Rogue Trader appears to be set in nu41k instead of WH40k, despite the actual Rogue Trader TTRPG being set in WH40k both in terms of setting and timeline (714m41 if I'm not mistaken).
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Post by wndrbr »

@Luckmann He compared Ubisoft (he worked with them on HoMM5), Paizo (Pathfinder) and Games Workshop.

Back then Ubisoft was a highly organized company, which was both good (everything is in order, projects are in good hands, nothing gets mismanaged), and bad (managers were overly controlling, and devs often argued with them over the various creative differences).

Paizo were the easiest to work with. Paizo didn't trust Owlcat at first, they were afraid that those weird eastern barbarians may do something bad to their creation. However, few months in they stopped overseeing and meddling, and just did some limited advisory work.

Games Workshop was somewhere inbetween. They indeed "resisted letting anyone doing a better job of depicting WH40k than they do", and wanted the game to be set in their current iteration of the WH40k setting. Owlcat often had situations where they wanted to pull some cool idea from a twenty years old warhammer book, only for Games Workshop to say "we don't do that anymore". However, the guy mostly complained about assets rather than plot/writing. Owlcat had to ask for approval for almost every small audio-visual facet of the game, down to the way prop models look. During the first few months of development they often had to redo a lot of work just because GW's licensing department didn't like something - "change the way this gun sounds, it doesn't sound warhammery enough", "redo this area, it's not lore-friendly enough", "this propaganda poster can't be purple-colored", etc.
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Post by rusty_shackleford »

wndrbr wrote: March 20th, 2024, 08:24
BG3's success was a phenomenon because no one has pumped so much money into an isometric RPG. And let's be honest, no one but Larian could've done that. They had a huge budget that few studios can afford, especially for isometric rpgs.

I know that for Larian it was already the second time they had in a sink or swim situation: when you've invested all your money in one project, and now you're sitting there waiting to see if it's going to succeed or not. We simply won't be able to invest $200 million into creation of our own equivalent of Baldur's Gate 3.

So it's not really about achieving the new bar, no one's gonna do that because this is a one time phenomenon. However, Larian has certainly set a direction to strive towards.
Most of what makes BG3 good was already present in Divinity: Original Sin. Gamedevs are just overdosing on some giga copium by saying "if only we had more money…"
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Post by maidenhaver »

I'm just grateful to see the day an isometric, turn-based rpg ripped the guts out of a Bethesda game infront of Pete Hines.
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Post by The_Mask »

Just like Yves, I chase tales
rusty_shackleford wrote: October 28th, 2024, 07:36
Mediocre or bad games can still have parts that are good.
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Post by Irenaeus »

wndrbr wrote: March 20th, 2024, 11:19
this propaganda poster can't be purple-colored
Goddamn, give whoever said this a medal. I'm so tired of purple stuff.
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Post by maidenhaver »

The_Mask wrote: June 26th, 2024, 22:16
another wahmon
**** off.
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Post by rusty_shackleford »

How to make an RPG companion that is loved by everyone who isn't a woman(not your target audience):
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Post by UltraFan123 »

rusty_shackleford wrote: June 27th, 2024, 04:46
How to make an RPG companion that is loved by everyone who isn't a woman(not your target audience):
Image
Speaking of good RPG companions, what I think was a wasted opportunity for Neverwinter Nights 2 was how the two prologue companions that you only got at the very start never became actual companions for the entire game.

Both were the main character's childhood friends; a quirky wizard girl who always dreamed of adventure and a farmer fighter bro who never felt like adventuring. They were perfect if you ask me.
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Post by Irenaeus »

rusty_shackleford wrote: June 27th, 2024, 04:46
How to make an RPG companion that is loved by everyone who isn't a woman(not your target audience):
Image
That's literally Eder from PoE.
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Post by Irenaeus »

UltraFan123 wrote: June 27th, 2024, 06:58
Speaking of good RPG companions, what I think was a wasted opportunity for Neverwinter Nights 2 was how the two prologue companions that you only got at the very start never became actual companions for the entire game.

Both were the main character's childhood friends; a quirky wizard girl who always dreamed of adventure and a farmer fighter bro who never felt like adventuring. They were perfect if you ask me.
Amie dies, but you could have had the option to recruit Bevil. Though I understand him not wanting to leave his devastated village in times of need to help protect it and to reconstruct it. He's a good guy.
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Post by Oyster Sauce »

Can't you recruit Bevil as a captain for your fort later?
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Post by Boontaker »

Game fixed yet? Worth playing yet? Recommended mods yet?

Also what build can a PC do better than a companion? I noticed when I first played the NPCs were just better specialized builds than the PC could do. And they nerfed the Pyro tank build I was doing.

Build idea? I just want to have fun and do cool stuff
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Post by Unhelpful Contrarian »

Boontaker wrote: September 17th, 2024, 14:12
Game fixed yet? Worth playing yet? Recommended mods yet?

Most of the game breaking bugs have been fixed. I would say its worth a buy since it’s a solid CRPG, however the latter acts quality drops off a cliff and depending on your tolerance will a minor or major problem that effects the overall enjoyment of the game ( although the ending slides suck ***
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Post by rusty_shackleford »

stop giving money to pozzpushers
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Post by Unhelpful Contrarian »

rusty_shackleford wrote: September 17th, 2024, 14:53
stop giving money to pozzpushers
I agree that Owlcat does do quite a bit of pozzpushers but for Rogue Trader it wasn't as noticeable as Pathfinder: WOTR or Kingmarker probably because GW has a lot tighter leash on what they can do compared to Pazio.
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Post by WhiteShark »

Unhelpful Contrarian wrote: September 17th, 2024, 14:59
rusty_shackleford wrote: September 17th, 2024, 14:53
stop giving money to pozzpushers
I agree that Owlcat does do quite a bit of pozzpushers but for Rogue Trader it wasn't as noticeable as Pathfinder: WOTR or Kingmarker probably because GW has a lot tighter leash on what they can do compared to Pazio.
Do you think that the money they get for the slightly less pozzed game will go into a special fund reserved for only the good and wholesome pozz-free games they definitely intend to make in the future?
Last edited by WhiteShark on September 18th, 2024, 07:58, edited 1 time in total.
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Post by Yankee Zulu »

I think its high time to admit Owlcat is a ****** studio. Game development on Cyprus is dead.
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Post by rusty_shackleford »

should we tell him?
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Post by Finarfin »

:smug: I think he'll get it, eventually.
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Post by Unhelpful Contrarian »

WhiteShark wrote: September 18th, 2024, 07:12
Unhelpful Contrarian wrote: September 17th, 2024, 14:59
rusty_shackleford wrote: September 17th, 2024, 14:53

stop giving money to pozzpushers
I agree that Owlcat does do quite a bit of pozzpushers but for Rogue Trader it wasn't as noticeable as Pathfinder: WOTR or Kingmarker probably because GW has a lot tighter leash on what they can do compared to Pazio.
Do you think that the money they get for the slightly less pozzed game will go into a special fund reserved for only the good and wholesome pozz-free games they definitely intend to make in the future?
No. More then likely there next game is going to be significantly pozz then there previous games. However Rogue Trader didn’t or wasn’t nearly egregious to be noticeable like many other games coming out.

I play it by a case by case basis with all game studios being extremely pozz unless proven otherwise.
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Post by Boontaker »

Unhelpful Contrarian wrote: September 18th, 2024, 10:43
WhiteShark wrote: September 18th, 2024, 07:12
Unhelpful Contrarian wrote: September 17th, 2024, 14:59


I agree that Owlcat does do quite a bit of pozzpushers but for Rogue Trader it wasn't as noticeable as Pathfinder: WOTR or Kingmarker probably because GW has a lot tighter leash on what they can do compared to Pazio.
Do you think that the money they get for the slightly less pozzed game will go into a special fund reserved for only the good and wholesome pozz-free games they definitely intend to make in the future?
No. More then likely there next game is going to be significantly pozz then there previous games. However Rogue Trader didn’t or wasn’t nearly egregious to be noticeable like many other games coming out.

I play it by a case by case basis with all game studios being extremely pozz unless proven otherwise.
The NPC psyker gets a special bonus so that she is stronger than a player made psyker, and she's an insubordinate ******. That's pretty pozzed