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When gays play horror games tumblr
When gays play horror games tumblr










when gays play horror games tumblr

Submissions must be directly gaming-related, not just a "forced" connection via the title or a caption added to the content. Directly messaging individual moderators may result in a temporary ban. Only message the team via the link above. Simply message the moderators and ask us to look into it.ĭo NOT private message or use reddit chat to contact moderators about moderator actions. I’ve said before that if you want to play a TTRPG that is mechanically similar to the Pillars CRPG, just play 5E D&D or Pathfinder in the Eora setting.If your submission does not appear, do not delete it. Given that reality, I have a very “take it or leave it” attitude toward how I design the Pillars TTRPG. It may never be a commercial product and even if it did become a commercial product, TTRPG industry stats very strongly suggest almost no one would play the game even if they bought it (the fate of most non-D&D/Pathfinder TTRPGs). To his credit, I have had complete control over it to date. When Feargus asked me if I wanted to make a Pillars TTRPG starter guide, my condition was that I have complete control over it. It’s more important to me that you can make the kinds of characters you could in Pillars/Deadfire that can do the kinds of things you could do in those games than it is to replicate the CRPG mechanics, which were sort of loosely aping a mix of 2nd Ed. My preference in tabletop games is classless/skill-based and I don’t think most attribute systems are particularly fun or interesting. I felt that if we had not made the game class-based, with real-time with pause combat, and a six (or close to six) stat “traditional” attribute spread, the backers would feel bamboozled and lose faith in us/crowdfunding for games.

when gays play horror games tumblr

Pillars of Eternity and Deadfire were created as spiritual successor/throwback games, which (to me) constrained design choices I made. I’ve seen programmers, UI artists, and producers go into game director roles, but IME the best directors always have a good critical mind for game design even if it isn’t their career discipline. A “designer” who “makes stuff” without designing it generally just leads the rest of the team in circles because they don’t know or can’t articulate what they’re trying to accomplish. Without it, you’re not really designing, you’re just… making stuff. While it could be argued that it’s important to any discipline, it’s essential in design. Goal-oriented critical thinking is at the heart of design. If you find you enjoy that, see if you can transition fully over into design at least for a while to understand how the broader discipline works. Because you’re already working with the design discipline in a particular way, you have a framework for understanding what’s going on. Combat is the obvious choice, but it depends a lot on the project and its needs. In the case of VFX, this is often connected to system design (arguably area design, but VFX usually works with environment art more than the area designers). My advice would be to see if you can get involved in the design of something directly connected to your current discipline. I don’t know what the structure of your studio is like and how flexible they are about letting people shift disciplines, but at Obsidian we’ve had people switch tracks from time to time.

when gays play horror games tumblr

That said, even if you started in VFX, that doesn’t mean you can’t transition over to game design. Obviously I’m highly biased due to my design background, but I feel that design is so central to game development that if you want to be a director, you will eventually wind up doing it.












When gays play horror games tumblr