The past two weeks I’ve been primarily writing and recording (and occasionally editing) encounters. Also, more systemic barks, and more passive conversations you’ll overhear if you stealth around. (I don’t think any are in the game yet, but we’ve recorded a passel.)
Encounters are odd beasts. I get the bones of them from David. He’ll say something like “a bunch of Wastrels are cooking a rubber ducky in a stew pot. If you get the duck, you get a recipe for Rick the Stunt Duck.”
Then I’ll say, “Okay, what’s the nonlethal version?” (We have been making progress towards the functionality that would allow a nonlethal playthrough; I think you’ll see it working in the next build. Although playing nonlethally will be a huge challenge, I think it introduces a moral dimension to combat.) And David will say, okay, if you talk to all of them, you get the ducky. And if you talk to all of them the next day, you get something else.”
So now it’s in my court. Why are four Wastrels cooking a rubber duck? What do they think the ducky is? How does your talking to them make them give you the ducky? (And by “talking,” I actually mean, “clicking E to interact.”) What changes in their perspective on life now that they’ve given up their ducky? How can I make that ridiculous and yet somehow humanly truthful?
A fair amount of my job is retconning David’s designs. “If this made sense, what sort of sense would it make?”
Meanwhile, the team keep me busy with questions like “what should be scribbled on this rock” to “what should we call this park on the map” to “what’s the tooltip for a bucket? Okay, how about a bucket full of Motilene?” to “what do you hear when you pick up a phone in the Garden District?” to “what do you call the hole a Bobby pops out of?”
Fun!
And here's our video from our PAXcapades:
Rest of the update here.
Encounters are odd beasts. I get the bones of them from David. He’ll say something like “a bunch of Wastrels are cooking a rubber ducky in a stew pot. If you get the duck, you get a recipe for Rick the Stunt Duck.”
Then I’ll say, “Okay, what’s the nonlethal version?” (We have been making progress towards the functionality that would allow a nonlethal playthrough; I think you’ll see it working in the next build. Although playing nonlethally will be a huge challenge, I think it introduces a moral dimension to combat.) And David will say, okay, if you talk to all of them, you get the ducky. And if you talk to all of them the next day, you get something else.”
So now it’s in my court. Why are four Wastrels cooking a rubber duck? What do they think the ducky is? How does your talking to them make them give you the ducky? (And by “talking,” I actually mean, “clicking E to interact.”) What changes in their perspective on life now that they’ve given up their ducky? How can I make that ridiculous and yet somehow humanly truthful?
A fair amount of my job is retconning David’s designs. “If this made sense, what sort of sense would it make?”
Meanwhile, the team keep me busy with questions like “what should be scribbled on this rock” to “what should we call this park on the map” to “what’s the tooltip for a bucket? Okay, how about a bucket full of Motilene?” to “what do you hear when you pick up a phone in the Garden District?” to “what do you call the hole a Bobby pops out of?”
Fun!
And here's our video from our PAXcapades:
Rest of the update here.

