Looks like Sawyer is evolving into this "Bearded Developer" phase. It's a rocky time, I wish him the best (or it could just be a weekend)
@svendays7 жыл бұрын
The size of his beard may be proportional to the size of money that is pledged to their new game. Shall we pledge more?
@City-Hunter7 жыл бұрын
The rumour says each of his facial hair, is an RPG idea that was never made...
@qazyman6 жыл бұрын
That's a long weekend.
@ErikMalkavian7 жыл бұрын
I LOVE Branching Dialogue and its one of the hearts of Great RPG's and really apprecitate the AMAZING dialogue that has been in games you developed Joshua
@Blitzkrieg10127 жыл бұрын
we've been expecting you
@ColonelRPG7 жыл бұрын
I really can't understand why anybody that likes role-playing would have a problem with branching dialog. I feel Tyranny has the best dialog system I've ever seen but at the same time I also feel that are a lot of things that can be done, one way or another, to make one RPG *feel* different from another RPG, just from a usability standpoint (you know, interface and stuff).
@justineady42516 жыл бұрын
Maybe someone has a different definition for a rpg.
@Levisaurus_Rex7 жыл бұрын
an actual nice surprise in the sub box
@nickvlahos4547Ай бұрын
Something I always adored was when RPGs had critical mission text inside of dialogue trees, but would append text before, after, or inside of the text to customize it really cheaply for what you've done before hand.
@mattd87256 ай бұрын
As time goes on, I really appreciate it when RPGs just dump a wall of text at you all at once and expect you to read it at your own pace. It is like what Zizek says about Plato, where the best dialogues are the later ones where Socrates just talks for ages and someone else interjects to say, "by Zeus! Socrates, you are correct about everything!"
@kaptenteo Жыл бұрын
I heckin' love branching dialog. Obsidian's designers and writers are masters of this craft, and it explains a lot when you learn they have a proprietary tool to help them create their conversation trees.
@JanPospisilArt7 жыл бұрын
What I'd like to see more in branching dialog systems is a better utilized use of lists and other modular parts. It makes less important characters talking to the player seem less pointless and contentless. (or it helps add variation when you talk to NPCs repeatedly, so you avoid immersion-breaking repetition of the same exact phrases) In part, this can somewhat fake the reactivity Josh talks about - characters recognizing your race, sex, traits, reputation etc. and talking to you accordingly. For instance, you have large lists of responses, or their parts tagged with these reaction-worthy traits and also by traits of the NPC itself. You can then set up an NPC reaction to create itself out of these lists based on a formula. For example: NPC = {a set of variables setting up the NPCs character and disposition towards all kinds of people types} Response =++ Obviously by changing the granularity of these modular pieces, you can get various levels of ridiculous combinations, which is always a danger. We've used a fairly simple version of this in the past and I think the benefits do outweigh the occasional awkwardness. (which you can also avoid by having an actual writer write the bits and pieces. And by testing properly.)
@AAllen-br8it3 жыл бұрын
4 years late, but this is great.
@TucoBenedicto7 жыл бұрын
While I like well done branching dialogues, at times I'm incline to think a lot of people (both developers and players) tend to overstate the importance of having multiple options. They surely don't hurt, especially when they go beyond the "flavor text" leading to the same result, but I personally I rate "reactivity" (NPCs commenting/reacting to what you are, what you did previously, what you said to others, etc) far above having a large number of lines to pick. There are few things as jarring as, for instance, having a character still talking to you about the "bad guy in town" after you already killed him. Or, to use another example, a NPC that scolds you for using a loud skill in his home feels more "alive" and part of the game than one that just gives you the option to talk to him in a friendly or rude tone.
@anonimoalfin7 жыл бұрын
I like how Obsidian has proven humble in *accepting past mistakes and learning from them*, in listening to their fanbase, taking note of the community feedback. So far Obsidian seem to have remained faithfull to their beautiful, lovingly crafted product, and success hasn't gone too much to their heads (the exact opposite of Sven and Larian Studios... I can't stand how Sven has become more and more an arrogant bastard, putting HIS own stupid ideas before of what the community wants, to the terrible detriment of the product, which is not that strong anyways... Larian almost reminds me of what happened with Dragon Age). Anyways, to say that Pillars of Eternity 2 looks beautiful so far would be such an understatement; and the new features also look like they're all kinds of fun! (can't wait to see how Relationships and Romance Options really work!). I've been following closely (literally daily, watching every single Twitch, stream, youtube vid, article and forum discussion) what's been happening with *Pillars of Eternity 2*, *PathFinder Kingmaker*, *and Divinity Original Sin 2* (though just for the Game Master Mode)... And I'm still with PoE2. P.S. Josh, you look SO HOT with that gray beard. Love this look, never change it. But Don't get too cocky though.
@TimmacTR4 жыл бұрын
Two answers to this question that developers brought recently: -Disco Elysium -Heaven's Vault
@TimmacTR4 жыл бұрын
And upcoming: Pendragon
@rykehuss3435 Жыл бұрын
Disco Elysium is an interactive novel, not really a video game.
@TimmacTR Жыл бұрын
@@rykehuss3435 By any reasonable definition of "video game" you are wrong
@rykehuss3435 Жыл бұрын
@@TimmacTR I played it, I mean read it. Its not a game. Its a text adventure with some visual elements. There's no gameplay.
@TimmacTR Жыл бұрын
@@rykehuss3435 Define what a game is then, because your feelings don't matter, objective definitions define what a video game is
@Billyfillyfoo7 жыл бұрын
Ahhhh that bike in the background is so sick! That's a Schwinn to win, right?
@fancytyme7 жыл бұрын
Thanks! It's a 1970 Raleigh International.
@robsquare2622 Жыл бұрын
Listening to this now is so retro
@locustthespawn2867 жыл бұрын
Thank you this has helped with what ive been wondering ALOT, i have been a fan of the fallout franchise and thank you for your time!
@BrandanLee7 жыл бұрын
In games I play it feels a lot like branching dialogue has got to the point where RPGs are thinking of conditional flags as a chore, and they are trying to avoid them by merging branches into 1 linear stream with multiple flavour texts alone. Obsidian does a great job of following the opposite and having more legitimate branches, but Mass Effect and Fallout 4 really put it through a siv and made them all merge into 1 pipeline. And then your choices "matter(TM)" ...but not really. Making the split between the player having "a" voice, "their" own voice, and "my" voice is very hard as a game writer. I have a unique way of talking, and I talk to my characters as they talk back when I write. When I write branching dialogue, I more or less write Happy Thaiauxn (Charisma,) Angry Thaiauxn (Strength) Brave Thaiauxn (Endurance) And douche-bag (Bad Karma, player shoots the character and leaves.) And neutral text is for exposition. Ultimately others who don't like conditions are writing 1 coherent character, and players play as that named character. You loose the agency of your character's persona in effect before that hard coded fate is revealed in the plot. It goes beyond losing reactivity, and into, your character can't emotionally react in a way that seems to matter in context of their story, and do what you've come to expect of them. Their story is only the official story, not the emergent story. But it cuts down on costs as script density increases literally exponentially. So as far as that goes I can't blame them.
@Fuchsia_tude6 жыл бұрын
• (Lie) Yes. • (Tell truth) Yes. • (Lie) No. • (Tell truth) No. • Actually, I want to ask you something else...
@rykehuss3435 Жыл бұрын
Those would actually work if picking the lie option leads to further options related to that. For example betrayal. A lot of issues in game design arent about the design itself, but whats being done with it. A lot of "bad design" can be made into "good design" if its properly supported. In role-playing games this many times comes down to actual roleplaying, or lack thereof.
@merellion4 ай бұрын
As good as AI could be, it could never be as good as an organically and culturally lived character. But you are probably way ahead of me in this regard Josh
@apcreed7 жыл бұрын
Bloody hell! You're back!
@vasilealinadnan99857 жыл бұрын
woot new vid.
@vpagliarini7 жыл бұрын
hope you make more videos!
@CommieApe3 жыл бұрын
Disco Elysium handles this conundrum very well I think. The CRPG DNA allowed the gameplay to lean more on narrative and interactive dialogue instead of complex animations and effects I've never played a game that's more reactive to so many different play styles.
@Kraumoose2 жыл бұрын
Age of Decadence, Colony Ship are awesome in this regard
@zagortenay31867 жыл бұрын
Well Hi! to you too Josh. :P
@awesomo8457 жыл бұрын
When you said that Besthesda uses branching dialogue I nearly spat coffee all over my monitor lol. Bethesda has almost no dialogue whatsoever and what little they do have goes no deeper than the bark on a tree, let alone extending as far as it's branches! There is very little depth & creativity in Bethesda's dialogue in their games compared to Obsidian for example. Which is why I love you guys so much! You really care and have a talent for quality writing!
@andreaso88866 жыл бұрын
I second that with all my heart!!!!
@eyegrinder947 жыл бұрын
Holy shit an actual video. Didn't think I'd live to see the time.
@StevenSeagull1236 жыл бұрын
Nice bike
@AlexGorskov3 жыл бұрын
Nice cat!
@eyegrinder947 жыл бұрын
So I've been pondering at this every now and again lately; What do you think of a dialogue system that is in and of itself a game? A sort of turn-based text-combat system, if you will? I've been trying to think of a way to do something like this, a system which the player can 'game' and manoeuvre, and apply some tact to, instead of memorizing a branching path which leads to desired state, without however also gutting anything that resembles a well-written dialogue exchange. Currently I'm not finding any way to implement such a thing without also doing away with any meaningful dialogue. Perhaps you can offer some insight?
@jvemPiRe147 жыл бұрын
Sunny Afternoon undertale does this in a simplistic way. The idea ofc can still be expanded upon
@Hot_Soupp Жыл бұрын
"Some day -- assuming we live that long -- we'll get to a point where AI can do a lot of this stuff" A short 6 years later, we're nearly there, and improvements have been exponential so it probably won't be much longer; I'm sure certain devs are starting the first iterations of it as we speak. I'm still not sure how to feel about it all, as it *feels* like it will seem soulless if I know an AI created the dialogue and it wasn't hand-crafted by a writer. But regardless I'm still quite cautiously excited to see where gaming in particular will go with these new technologies. Wherever it is that it goes, it's going to get there fast.
@TheCivildecay6 жыл бұрын
Oxenfree had a good take on the dialogue system.
@AlexGorskov3 жыл бұрын
What was it? Can't recall anything cool..
@TheCivildecay3 жыл бұрын
@@AlexGorskov it felt really organic because of the response time.not like the stop and go conversations of other games. I also liked the aesthetic and sounddesign
@AlexGorskov3 жыл бұрын
@@TheCivildecay thanks for your answer, I might revisit it. Not a huge fan of teenage characters though.
@bigtiddygardevoirgf20377 жыл бұрын
Holy shit thats Josh Sawyer
@redknight48057 жыл бұрын
Hey Josh, can you please do me a tiny, tiny favor? Can you make a case at Obsidian to give the players a walk option in your games? I love your games, but lately I have noticed I am forced to run even in places where it makes no sense to run. From a roleplaying perspective, this is a rather important feature that is easy to implement, but is missing from ALL your newer games.
@PretendCoding Жыл бұрын
Talking about AI 6 years ago and now today they made ai agents in a game run by gpt-4
@sergeigmyria7828 Жыл бұрын
Old video but I'd love an update to this in the era of ChatGPT
@100grizzlybears7 жыл бұрын
Thanks for capitalizing your titles now, Josh.
@dapulnihger28997 жыл бұрын
What are you up to these days? Any new CRPGs?
@stormp00perx157 жыл бұрын
they teased POE2 with some pics a few days ago.
@JiF28 Жыл бұрын
1:37 what did you do, josh
@Kissamiess7 жыл бұрын
Look. Name? Job? Join? Bye!
@ShizukaAoki7 жыл бұрын
I felt he was talking about westworld when he was talking about AI
@Ma1q4443 жыл бұрын
Yaya
@you-5-iver8046 жыл бұрын
NEW VEGAS IS A TRULY EPIC FALLOUT GAME, BETHESDA KNOWS AND THEY LOWERED THE SCORE SINCE THEY WERE JEALOUS OF NEW VEGAS BEING A MORE SUCCESFUL GAME, SO THANK YOU SOOO MUCH FOR THIS GAME!!!! 😃😃😁😁😁
@TheRevanchists7 жыл бұрын
hopefully people wise up and realize how self destructive it is to give AI so much freedom and basically all of our jobs so humans end up doing nothing, having no jobs and never learning anything different or have to innovate anything besides more AI. god I hope I'm dead by then, a world where AI does everything sounds horrible.
@jogeran49557 жыл бұрын
+Wicked Voxel You are kinda assuming that an AI complex enough to create art is complex enough to demand citizenship. Is that necessarily the case? Surely you can program something to be a brilliant writer, yet have no sense of individual goals or desires.
@Watcher-hh4mu6 жыл бұрын
TheRevanchist, hopefully people wise up and realize that it isn't the end of the world when AI take over the jobs people have grown to take for granted. It just means you have a lack of imagination. As old opportunities close for people, the rise of AI opens up new possibilities that people just can't see yet. People's hearts and wants and desires are infinite. Before the internet and rise of social media, who could've foreseen that you could make money off of being a youtuber? Who could've thought that Patreons and kickstarters would've become a thing, monetizing stuff previously thought to be mere hobbies? The A.I. is not the end of the world. The future of jobs will only evolve, and it will raise our quality of living and people will get comfier lives doing what they really love doing. Would you really have wanted to stay in a more primitive and harsher agricultural society simply because industrialization destroyed previous jobs that used to employ farmers and smiths and knitters?
@Maybenexttime7 жыл бұрын
Hello
@paytonholmes60197 жыл бұрын
I found this on Reddit.
@karimsonsafehold92337 жыл бұрын
creative design is now an evolutionary dead end, ironic use of terms. This dialog in pillars about choosing crit park's being wife or sister, was not immersive. that is branching dialog but static plot would make more sense. tyranny made better use of plot devices to form static plot from branching choices.
@stuartdavid84937 ай бұрын
AI is not the future. AI is not getting there. Anyone who can write in machine code understands that AI can only ever be a marketing term and a dead end hype. Grow up!
@vpricot63626 ай бұрын
You’re replying to a ~13 minute video from 7 years ago long before the current zeitgeist. You’re only really replying to something he said in the first minute or so. I’m not sure I understand what this comment is for? /gen