SPECIAL Interview with Eric Dallaire Part 2!

Comment on events and happenings in the Fallout community.
User avatar
Saint_Proverbius
Righteous Subjugator
Righteous Subjugator
Posts: 1549
Joined: Tue May 21, 2002 1:57 am
Contact:

SPECIAL Interview with Eric Dallaire Part 2!

Post by Saint_Proverbius »

<strong>[ -> Interview]</strong>

Well, <b>Eric Dallaire</b> has finally gotten around to finishing the second part of the <a href="/lionheart/interchat/eric21stoct.shtml">SPECIAL Interview</a> about <a href="http://lionheart.blackisle.com">Lionheart</a>. Here's a taste of it:<blockquote><b>2.) Do you think SPECIAL is a good character system for fantasy? RPGs? How would you relate it to other fantasy character systems?</b><Br>I think SPECIAL is a great rules set for a fantasy RPG, primarily because it provides the most flexible system for creating characters. The traits alone allow you a great deal of customization. Since each trait grants you a positive and negative, you have more substance to your character, since that character has some flaws or vulnerabilities, something the player can roleplay with.<Br>Also, the attributes elegantly cover any and all aspects that a fantasy game would need. Most fantasy RPGs adhere closely to the classic level up structure and reward the player model, and in that regard SPECIAL really shines. The skill point system is a perfect way to build your character, allowing you to control the development every step of the way. And the perk system is fantastic, as an exceptional reward for the player and as another way to differentiate your character from others.If I had to compare it to another system, I suppose the d20 system used for Dungeons and Dragons products like Icewind Dale II would be the obvious choice. Third Edition is a good class-based system. However, I think another great strength of the Fallout system is allowing players to create a character without a class, to determine the progression on a per level basis. Although Third Edition is a huge improvement from the pure class system of previous editions, allowing you to choose almost any class when you level up, characters are still bound by some restrictions to stay within classic fantasy boundaries. For instance, the favored class restriction in 3E penalizes you if you stray too far away from the classic race-class combos, like elves having a favored class of wizard, or halfings and thieves. With SPECIAL, there are no such restrictions, and you can create any number of character types with much more freedom.</blockquote>He also gave us a lovely <a href="/gallery/gallery.cgi?func=show&file=200661&Category=100021&Page=1">screenshot</a> of the new interface complete with the portrait in the dialogue!<div align="center"><a href="/lionheart/interchat/eric21stoct.shtml"><img src="/gallery/categories/Lionheart/Screenshots/thumbs/LionheartScreenshot-s.jpg" height="120" width="160"></a></div>Thanks, <b>Eric</b>!
Constipated BladeRunner
Wanderer
Wanderer
Posts: 457
Joined: Thu May 16, 2002 9:28 am

Post by Constipated BladeRunner »

This just adds to the in the closet excitement.
I am trying to not get my hopes up, but the game is looking very, very sweet.
All we need are Byzantines. :lol:
User avatar
Bulldog
Vault Dweller
Vault Dweller
Posts: 105
Joined: Mon Jun 17, 2002 7:16 am
Location: Seattle WA

Post by Bulldog »

I really, really hope this becomes a good game.
User avatar
VasikkA
No more Tuna
No more Tuna
Posts: 8703
Joined: Sat Jun 15, 2002 6:14 pm

Post by VasikkA »

Well, we've been waiting long enough for part 2. :)
Screenshots are getting better, not just showing nice and shiny spell effects. The engine is starting to look a lot more like Infinity Engine though, but with smoother edges. :?
As for the interview, the SPECIAL system seems to be very well implemented with diverse skills, traits, perks and resistances. There's a lot to balance, but it sounds very promising. Has the skill system been tweaked again? it was 1-255 a while ago if I recall correctly. 1-300 would be better and more logical, and ED said they're still trying to figure out the best skill point/level ratio.

It would be interesting to know the reason/s for the delay. It seems that they're still tweaking the graphics and interface a bit and doing minor adjustments to character development and gameplay balance, nothing too serious though.
Constipated BladeRunner
Wanderer
Wanderer
Posts: 457
Joined: Thu May 16, 2002 9:28 am

Post by Constipated BladeRunner »

I think that everyone is forgetting that the infinity engine does not look bad, but anyway this looks better.
User avatar
Saint_Proverbius
Righteous Subjugator
Righteous Subjugator
Posts: 1549
Joined: Tue May 21, 2002 1:57 am
Contact:

Post by Saint_Proverbius »

VasikkA wrote:Well, we've been waiting long enough for part 2. :)
Blame Eric! It only took him two months to write that. ;)
Screenshots are getting better, not just showing nice and shiny spell effects. The engine is starting to look a lot more like Infinity Engine though, but with smoother edges. :?
I'm not sure I like the new interface. It just doesn't say, "16th Century" to me. I would have liked a stone interface with murals, similar to those found in the Renaissance time period. For example:

http://www.kfki.hu/keptar/tours/11_16_c5.html

I think the pictures on that page sum up what I think it should be similar to.
As for the interview, the SPECIAL system seems to be very well implemented with diverse skills, traits, perks and resistances.
I'm still wondering why they're trying to do Crushing, Piercing, and Slicing damage resistance/types when all that can be handled with DR/DT/DMG Mod under the generic Physical damage type.

Fallout did this with the difference between ammo types of the same calibur. Hollow point is basically a "blunt" bullet, when you think about it, so just raise the DR Mod of the blunt weapon to simulate the armor absorbing some of the blow, and raise the DMG Mod for the weapon to simulate bones breaking, bruising, etc. Do the opposite for piercing weapons. Slicing would be somewhere in the middle.
------------------
Image
User avatar
VasikkA
No more Tuna
No more Tuna
Posts: 8703
Joined: Sat Jun 15, 2002 6:14 pm

Post by VasikkA »

Saint_Proverbius wrote:I'm still wondering why they're trying to do Crushing, Piercing, and Slicing damage resistance/types when all that can be handled with DR/DT/DMG Mod under the generic Physical damage type.

Fallout did this with the difference between ammo types of the same calibur. Hollow point is basically a "blunt" bullet, when you think about it, so just raise the DR Mod of the blunt weapon to simulate the armor absorbing some of the blow, and raise the DMG Mod for the weapon to simulate bones breaking, bruising, etc. Do the opposite for piercing weapons. Slicing would be somewhere in the middle.
You got a point there. My guess is they're trying to make D&D fans feel more comfortable in the confusing world of SPECIAL. :wink:
Crow of Ill Omen
Vault Dweller
Vault Dweller
Posts: 143
Joined: Tue May 28, 2002 11:59 pm

Post by Crow of Ill Omen »

Saint_Proverbius wrote:I'm not sure I like the new interface. It just doesn't say, "16th Century" to me. I would have liked a stone interface with murals, similar to those found in the Renaissance time period. For example:

http://www.kfki.hu/keptar/tours/11_16_c5.html

I think the pictures on that page sum up what I think it should be similar to.
I'm glad you said it, because I have been thinking the same thing. I've been trying to work out how a rivetted, distressed metal look fits the period.

I think stone and murals might be more appropriate, as you said, or perhaps they could just give the metal a more "brassy" feel and trim it with steel or gold maybe. The rivets definitely need a less industrial feel.
Sqawk
Mr. Anonymous

Post by Mr. Anonymous »

Well I'm not going to touch it just for the simple fact its an Interplay product. Interplay=[(rushed, incomplete and bugridden)+(no proper support)].

Even if the publisher tries to support the game with new patches Interplay won't run them through the QA process. Taldren is still supporting the SFC series but you wouldn't know it by checking the Interplay site.

As far as the screenies go I think people are going to say the same thing they said about Arcanum "The interface takes up too much of the screen.".
User avatar
Saint_Proverbius
Righteous Subjugator
Righteous Subjugator
Posts: 1549
Joined: Tue May 21, 2002 1:57 am
Contact:

Post by Saint_Proverbius »

I kind of thought the same thing about that interface. A turn based RPG doesn't really require a huge screen, because you can scroll around during your turn to make decisions. However, in a real time combat situation, you can't do that. You need all the screen you can get.
------------------
Image
User avatar
Insane-Lark
Righteous Subjugator
Righteous Subjugator
Posts: 606
Joined: Fri Apr 19, 2002 4:03 am
Contact:

Post by Insane-Lark »

I thought the *New* interface looked like the controls for a sci fi spacecraft. Shuttlecraft perhaps? This is even more disturbingly reinforced by the electric/computer green boxes around icons.

Let's hope they change the shape of the interface & go for a iron or stone feel. The *stone* would probably make the D&D folks feel more at home. Boy, that magic/spell button looks farmilliar....

Edit: I see the magic icon was apparently changed but it still looks like spaceship controls in a D&D game <g>

I'm hoping that Lionheart works out well. Not going to run out & buy it until I see some feedback on the actual gameplay. <crosses fingers>
Last edited by Insane-Lark on Tue Oct 22, 2002 1:18 am, edited 1 time in total.
User avatar
VasikkA
No more Tuna
No more Tuna
Posts: 8703
Joined: Sat Jun 15, 2002 6:14 pm

Post by VasikkA »

Well, you have the possibility to hide the interface, or perhaps zoom out the view a bit. I doubt many will play the game full screen though, even if there are keyboard shortcuts for every command/quickslot. Does the interface get smaller(stretched) when the dialogue box is closed?

About the visual look, yes it looks a bit like Arcanum's 18th century industrial look. It's not historically accurate, which is a shame, because it looks kinda neat and has an interesting design. I wonder if Reflexive will tweak it again?
ÇÒ°Ã?ÀÃÅ

Post by ÇÒ°Ã?ÀÃÅ »

Does anybody else think the font from the screen shot is a bit difficult to read? Not that I'm buying the game, but...nevermind I don't really care
User avatar
avenger69ie
Strider Elite
Strider Elite
Posts: 977
Joined: Thu Sep 26, 2002 6:27 pm
Location: Dvblinia, Hibernia
Contact:

Post by avenger69ie »

ÇÒ°�ÀÌ wrote:Does anybody else think the font from the screen shot is a bit difficult to read? Not that I'm buying the game, but...nevermind I don't really care

uh, does font sell games now?
Image
User avatar
Dan
I pwn j00
I pwn j00
Posts: 1337
Joined: Wed Jun 12, 2002 11:27 pm
Location: Israel

Post by Dan »

VasikkA wrote:About the visual look, yes it looks a bit like Arcanum's 18th century industrial look.
I thought Arcanum had a 19th century victorian setting?
Crow of Ill Omen
Vault Dweller
Vault Dweller
Posts: 143
Joined: Tue May 28, 2002 11:59 pm

Post by Crow of Ill Omen »

avenger69ie wrote:uh, does font sell games now?
Being able to read narration and NPC dialogue probably has a small impact on sales, yes.
Sqawk
Constipated BladeRunner
Wanderer
Wanderer
Posts: 457
Joined: Thu May 16, 2002 9:28 am

Post by Constipated BladeRunner »

I agree, though I must admit to being surprised by the interface- in my view, dispite looking like some sort of D&D clone, it looks more like some sort of supped up FO interface.
Also, is that a *gasp* TALKING HEAD in the pic?
Quite a good way to handle it, in my view.
Dan is correct, though I think Vasika knew that.
User avatar
Red
Hero of the Glowing Lands
Hero of the Glowing Lands
Posts: 2085
Joined: Wed May 15, 2002 11:58 am
Location: Nowhere (important anyway)
Contact:

Post by Red »

It's most probably a placeholder rather then an actual talking head. Which is something more then most games in any case. Funny enough I pulled out ultima underworld and am playing it right now and it has those nice placeholders...
...
Constipated BladeRunner
Wanderer
Wanderer
Posts: 457
Joined: Thu May 16, 2002 9:28 am

Post by Constipated BladeRunner »

But, it looks like you are talking to a very important character (look at the speech and options), and he is arab, and the head is arab- is it not logical to assume that this man is a talking head?
Placeholders in UU? Dont remind me.........
User avatar
VasikkA
No more Tuna
No more Tuna
Posts: 8703
Joined: Sat Jun 15, 2002 6:14 pm

Post by VasikkA »

Dan wrote:I thought Arcanum had a 19th century victorian setting?
Well, I had to guess something! :)
Post Reply