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00:00yeah um so kind of jumping off of that uh i know when i visited y'all um game stolen development
00:10so i i'm always curious about like what are some ideas that you had that weren't able to make it
00:17to the final game but now that the game's out can you tell us about any like features that you had
00:21that were left on the cutting room floor or especially like i know we talked about ideas
00:25for flaws that didn't make it um but yeah i also when you talk about choices that you make
00:31throughout the game it's like you know you at some point you gotta you gotta hone in you gotta
00:35lock in what it is that you're actually putting out but are there any ideas that you can share
00:39that you know you weren't able to do this time around but you are considering for a future game
00:45or future dlc or any anything like that well i mean i there's a handful of things that that jumped to my
00:51mind as we either were working on this and then pulled back on it or we kind of changed what it
00:56was or we just didn't even do it at all even though it was something i still think it's important but i
01:00wanted to do it right um so something like the protectorate faction um they're not a joinable
01:05faction um you interact with them they're kind of the bad guys in the second half of the game because
01:10of things that go on um they were a joinable faction initially like we wanted to do that you
01:15can tell that even through paradise island there's a lot of content where you're interacting with
01:19uh the protectorate um but we don't let you join them we don't you gain you don't gain any rep with
01:24them um and that was a deliberate choice because it was going to be too expensive like brass tacks
01:30like we weren't going to have enough time to actually fully flesh out all of the content for
01:34a whole nother faction including their faction quest line and everything that goes along with it
01:39uh so at that point we were like okay well like we we have auntie's choice we have order of the
01:43senate we know that's going to be really strong um and we can we can still take the protectorate and
01:47make them a core piece of what's going on but you just won't have that joinable aspect of it
01:52um that said like there's still a lot of those elements as uh you know again as a faction that
01:58you're kind of dealing with throughout in terms of you can see their whole arc as well and you can
02:01see from like how they've grown and what they care about and how that kind of plays out over the long
02:05term um so that was one of the ones where i would i would have loved to to actually go through and
02:11do all of that and maybe it's even a learning for the next project which is like hey if i feel
02:15strongly about a faction like this let's make sure that we we can go all the way with that even if
02:20we have to cut other elements of the game to kind of make sure that that happens uh let's see we had
02:24the disguise system so um i was not a fan of the disguise system from the first game because the way
02:30that it worked it kind of hurt uh exploration which is like you were kind of timed in areas you
02:35could be in so you it made it made it so you couldn't explore very much while you were disguised and
02:40going in places and so i was like all right well i want a new system in place but honestly we
02:44couldn't come up with a system that we actually liked um that was gonna work for us so initially
02:49we had talked about like a new vegas style system where you just wear clothing of people um and then
02:54that's that's your disguise and you know if you're talking to people like they can see through it after
02:58a certain point or whatever um the problem with that though is then it starts to really snowball if
03:04you do it right which is like all right so like all of this stuff in the entire game we have all of
03:08these factions let's say you dress up as protectorate are they going to treat you in how in in what
03:12way is each faction going to treat you and each person in that faction depending on and like it's
03:17it gets really really wild very quickly you could also just say well you know we won't you know talk
03:22about what you're wearing sometimes and it doesn't matter but then becomes super inconsistent and the
03:26players are like i don't know when i'm disguised and when i'm not disguised or when it matters and
03:30it doesn't matter um so in the future i would actually like that to do that type of system i think
03:35it's a good system i think we need to think through a little bit more of like how to implement
03:39that in a big rpg something that makes sense and feels good to players while also uh being
03:44reminiscent of of maybe that that more realistic like i'm putting something on and i get to go do
03:49a thing i think that there's something there we just need to kind of work through uh some of those
03:53issues so that was something we we dumped early and then we even had stuff in prototype that didn't
03:57even make it out of prototype but we're just playing around with like we had an alarm system initially
04:01um so we had a thing where if you got if you got seen an alarm would go off and you had a certain
04:07amount of time that you could go and like disable the alarm before reinforcements would come in
04:11it was it was like a whole thing we didn't go too far with that we played around with it in
04:14prototype for a bit with our stealth gameplay and we ended up dropping it because we were like well
04:19you know here's here's what it would take to actually implement this correctly in all of these
04:22areas um is that actually worth is the juice you know is is the squeeze or excuse me the juice worth
04:28the squeeze on something like that and the answer for us was like probably not we can probably spend
04:33more time working on these other systems instead and get those kind of really where they need to be
04:37so there's a lot of stuff like that that ends up coming into play um as you're as you're making
04:41a game especially one that's taken you know six years to do like you have a lot of ideas and a lot
04:45of them end up you know like well we just can't do that this time we'll try it for next time or
04:49maybe it was a cool idea initially and then we started putting it in we're like jesus this sucks
04:53like get rid of that thing that happens a lot where it's just like we thought that was gonna be
04:56great it was not and so just nuke it like don't talk about this thing ever again
05:00yeah i i thought uh indiana jones did a pretty good job with the disguises thing i don't know if
05:06you've had a chance to i don't know if you get a chance to play any other games over the last six
05:10years while you're neck deep in in outer worlds too but yeah no i played indiana jones i didn't
05:17finish it i got about halfway through my son took over my playthrough um he so i was playing it and i put
05:23it down and i went to go do something else i came back and he already played like a few hours
05:26and i was like all right i guess it's your playthrough now so i was sitting with him
05:30watching him play and we were you know he he really enjoyed it too so i think they have something
05:34good there yeah i i agree um you know the way to handle some of the disguise stuff is is interesting
05:39and definitely something to to look at as we we you know as we're looking for maybe the next game
05:45yeah you know you guys brandon you guys are all clearly such a it's a studio full of a ton of talent
05:52because you're you know your reputation as a as a one of the top rpg houses in the industry is
05:58uh only been strengthened this year with with the three games that you guys have shipped
06:03but there's there is a guy i'm just curious like with so much talent in the building and particularly
06:09like josh sawyer as just this like he if we had a video game hall of fame or an rpg
06:15developer hall of fame he'd be in it i think uh do you do you ever poke him for like a
06:22advice or to get like feedback on things you're doing or or do you just kind of like leave him
06:26alone to do whatever whatever he's doing i'm just sort of curious how that works in sort of an
06:31inter-office dynamic uh yeah i mean it's it's really damn cool having rpg legends with you uh you can
06:38kind of walk over to and go like hey what do you think of this thing like as an example with josh we
06:42we had our our different uh equipment our different weapons and whatnot and the way that we made them
06:48was similar to new vegas in that um we don't just open up every weapon type initially um you know
06:56like if you if you want let's say you want to start shooting uh quickly right you want a single a single
07:02type of what like a one-handed weapon that can shoot fast and like that's the kind of character
07:05you want to build we don't just give you a submachine gun immediately like we might give you
07:08all right you start off with your pistol and then you can like put a mod on it that can do like
07:11burst fire and then like then you can do like so you kind of build towards this whole thing and so we
07:15had built out the tier systems of of all of our weapons and when we wanted players to get like
07:20the more advanced versions of some of these uh these uh player fantasies for for their weapons
07:26and whatnot and so josh looked over all of that and he's like all right well this is what i would
07:29modify in here and like have you thought about this thing and like then we we talk back and forth all
07:33the time and he plays through the game and we we're constantly asking him questions about like what
07:37his thoughts are on things and he does the same thing he asks us for like hey what do you think
07:41about this this idea that i have on the next thing and we'll work through like all the positives and
07:45negatives that we see for that and you know it's not even just that like i you know i'm working
07:49directly with with leonard boyarski who who helped make fallout he was a co-creator of fallout i i talked
07:54to tim kane all the time he made fallout like these are legends that like i may not agree with everything
08:00that they say our sensibilities are not like 100 in alignment but like i know that when i'm talking to
08:05them about something i'm getting a a true fucking genius mind when it comes to that stuff and they're
08:11like yeah here's here's if you do this here's likely what's going to happen with that if that's
08:15what you want then you're on the right track if that's not what you want like we should probably
08:18rethink that and here's something you could do and i'm like yeah you're right that would do that thing
08:22that's not a good idea let's try this thing instead uh so you know it helps save a lot of time
08:26and it's also like a sanity check where you're just like look man if they come back and they're like
08:30i'm not feeling it then you're like yeah okay we need to probably work on something a little bit more
08:34if you're enjoying this clip of unlock don't miss the full episode you can find the link in the
08:39description below well i know i know we've got to let you go in a few minutes here my last question
08:44before i toss it back to michael i i as i'm getting ready to to really dive in head first i'm i'm curious
08:51uh what's your personal favorite character build that you've that you've run so far because you've i
08:58imagine you've got like hundreds of them that you've iterated on and tried out but like
09:02what jumps to mind is as a favorite character build for you so far in in these kinds of rpgs i
09:09always make like a stealth sniper character like i can't help myself me too um and so but my i was
09:16very purposely when i was doing build testing not doing that because i was like i will naturally just
09:21go and start doing those things so i left that to other people and i was like i'll watch what they're
09:25doing and make sure that it's okay and i was looking through all of that but um so i won't say that
09:30even though like i think there's a pretty good build i made we actually it was it was good enough
09:34to where right before the game ship we had to like completely nerf some stuff that was happening we
09:38were like all right if you take this this and this together you can actually do like 2 000 damage
09:42in the very beginning of the game with with some stuff so we had to like modify some stuff there but
09:46i i think my favorite is probably uh when i was doing my very hard playthrough uh one of the things
09:52that i had done was i built a character that that was completely different than i normally would which
09:57i typically do glass cannon but for that i can't so i built a character that's built on like heavy
10:01engineering and heavy science um and some medical and the reason being like heavy engineering gives
10:07you good damage resistance and so and it also has like a lot of the damage resistance type perks that
10:11you could take that are they're going to kind of help you survive a little bit um with science you
10:15can apply status effects really fast um and each damage type gives you a certain status effect when you
10:21fill up a bar uh and so high science means you could fill up that bar really fast pop an effect and then keep
10:26doing it again uh and then medical means i could just use my inhaler a lot more uh and and so i can
10:31do a lot more healing and stuff uh so i built a character that uh basically used a revolver from
10:37very early on in the game and i modified it to have shock damage uh and so shock when it fills up its bar
10:43it actually does almost like a chain lightning out to everything that's around it and start zapping
10:46things but it also stuns and paralyzes the target for like a short period of time and so i did that and i
10:52gave it exploding rounds um so it was aoe chaining basically when i hit somebody everybody was getting
10:58hit with the shock damage so everybody was popping off those um those status effects and so everybody
11:04was chaining into themselves and so like i would like even on very hard i would get a group of four
11:08or five people that were next to each other and they would just get obliterated in seconds
11:12uh and even for the ones that didn't like if it was like a one-on-one i couldn't like burn them down
11:17as quickly but i was like basically stun stunning them in like chain stunning them over and over
11:22with with that so that that was actually probably my favorite i had the most fun playing around with
11:26that and trying to like different different types of ways to like get that to pop off throwing shock
11:30grenades and hitting stuff and yeah i just had a lot of fun with that one i'm taking notes thank you for
11:34that i appreciate it send that over to the guides team
11:37thanks for checking out this clip from unlocked ign's weekly xbox show if you enjoyed it don't forget
11:46to watch the full episode at youtube.com igngames new episodes of unlock drop every thursday on
11:53igngames ign.com and your favorite podcast platforms thanks for watching and we'll see you next time
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