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Who cares, Pillars of Eternity was butt. Boring gameplay and writing.

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i liked it but the writers were too into huffing their own worldbuilding, which isn't even anything special. it drones on about the gods far too much for how little payoff there is in learning about them

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Worst kind of "worldbuilding" imaginable. It's meant for the kinds of lorestrags that browse wiki pages. There was very little reason to care about anything, and it manifested through the plot feeling very forced in how it got the main character to do anything.

Similarly characterization was done through a bunch of passive lore infodumps. They had a bunch of token likes and dislikes that amateur writers often confuse for complexity, and they weren't really seen showing that complexity through interactions with the world and other characters. Most of their lore fluff was barely relevant and couldn't be explored apart from getting more infodumps.

It wasn't hard to understand the writing, it was just boring.

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:marseyhesright: :marseyhesright: :marseyhesright:

When you're in character creation you don't want to read about how "tka'gklong'kthi" is the name for elves in this game. It's a second kick in the balls when you find out they're just generic fantasy elves and reading all that was pointless.

This is one of the most basic goddarn things that they teach you in any English 101 class. "Show don't tell."

It wasn't hard to understand the writing, it was just boring.

:#marseykingcrown:

Josh Sawyer is an enigma to me. I absolutely loved Pentiment but he ruins everything else he touches. Anyway there's another place I should go if I want to gossip about RPG developers.

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When you're in character creation you don't want to read about how "tka'gklong'kthi" is the name for elves in this game. It's a second kick in the balls when you find out they're just generic fantasy elves and reading all that was pointless.

yeah i love lore and wouldn't mind any of this if they did something interesting with the world. it was all just window dressing for something very boring and unoriginal though

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>They had a bunch of token likes and dislikes that amateur writers often confuse for complexity

Explain.

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They had their little backstories which talked about their culture and religion and who was important to them and what they liked and what they didn't. It was all given through huge walls of text during dialogue interactions.

Problem is that those beliefs and traits largely didn't matter when it came to the story. It's just mostly flavor texts. There was some token party banter but they were overall very chummy. They'd even change their beliefs based on what the player character told them.

Most of the characters' complexity that existed didn't matter to the game's story.

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They'd even change their beliefs based on what the player character told them.

In KOTOR2 I liked how they did this, but in disturbing ways. Made you actually think about wtf you're trying to do leading these people around the galaxy.

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KOTOR2 had characters whose beliefs and backstory had huge story implications and the effects of your interactions with them would open up new quests. Like you could actually explore branching character quest options with your companions and the stories were really compelling. They didn't just have "complex" narratives that were infodumped on you, their backstories and motivations directly impacted the story and gameplay (@Elise_Culpepper this is what I'm talking about).

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Yeah @Elise_Culpepper know what you meant, @Elise_Culpepper was just combining through @Elise_Culpepper's thoughts on what games did that and noticed not many came too mind. @Elise_Culpepper think PoEt is like that because it's closer too D&D than Kotor 2. It's entirely possible too replace the whole party with custom characters, so @Elise_Culpepper understand why no major plot elements were tied too them. BG3 operates very similar.

Jewish lives matter

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Most of the characters' complexity that existed didn't matter to the game's story.

That's how most CRPGs work, heck that's how most western rpgs work.

Jewish lives matter

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It mattered in tyranny. Same company. Probably same writers. Yet quality difference is massibe

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Pillars is one of those games that feels like multiple stories put toghetor rather then one coherent story. Unlike tyranny that was very focused and felt like one story.

In pillars. First 1/3rd feels like diffrent game then middle part. And final part also feels slightly diffeent. That point its far cry from what it was at start.

As for "world-building" "lore" and tokenism writing. I think its symptom of everyone writing beining in some sort of adhd or autism drugs. That makes them numb or dissasioate from people in story and world in general. That in turn turns characters into sheets and world as place that dont feel like people could live in there.

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feels like multiple stories put toghetor rather then one coherent story

I'd like to respond to this but I can't remember a goddarn thing. We went to the initial nice village (like in Fallout, etc.). Then there was something on a beach with a shipwreck. Then something in a large building with ghosts.

I have zero memory of what story was supposed to tie these combat encounters together. So, just saying, maybe the story wasn't very memorable.

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There was intal village. Then fort. Capital. Anither village and end game.

Intal village and world building felt dramatically diffeent from what came later on. There was even that one ghost quest that never came up again

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