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It was Bannerlord they where going to make. Not a copy of Crusader King series after all -)
Good resource management is what keep you from get games that is overly bloated with features and mechanics trying to do a lot of things and not particualr good at any of it.
I doubt technical ability have much to do with it. TaleWorld built their own inhouse game engine after all. In a day and time where majority of dev studios go with unreal, unity and similar.
Of course, any NPC can die at anytime, and they can swap clans via marriage. I also love the randomness of the game, as every playthrough can be different - not from the AI side, but the RNG and who I encounter, my friends and enemies, they're all different. That certainly helps with replayability for me.
And without generative LLM in such a game, you end uyp with either carbon-copy NPCs (like we have now), or some NPCs would have personalities and thought through dialogues and quests, but they would soon die and you end up with same carbon-copies, but with sour taste in mouth.
So here resource management comes in. Instead of doing last scenatio, they focused on first one. If they suceeded or not, is another matter, i would say quests they end up are diverse and interesting enough, so that end up good, but too generic impact of such quests lead up to you not being involved in em. And you cant really roleplay on it either. So text and quests are good enough, but rewards were not thought-through. Instead of choosing between quests based on rewards for each type (or some other distinctive feature) you chose basically if you want + rel with this NPC and if you can level up skill for companion, meaning, that based on your playthrough you cut off tons off quests as inefective, since you cant really be involved in them, cause generic sandbox text.
But that would have required work.
Because make your own game engine is not work right? Claim they not been working is like kick yourself in the groin.
There is stuff to be discussed, like what place do detailed backstories and unique dialogue have and sandbox (if any) and how to do it? Wither there is a good idea to have death and birth in BL, or should they left it like in WB. Or how to intertwine best of both approaches.
but no. We have "BL IS ♥♥♥♥ DEVS ARE LAZY WHAA WHAA" clowns, who have nothing better to do, but throw spite, instead of voting with their wallet, if they actually feel what they say they feel.
Sigh. And worst part is that active moderation make those kind of a-holes more prominent, or shut down all discussions altogether.
Welp, now i`m just depressed. Gonna find myself a drink...
How are you supposed to create background stories of countless of possible npc's? The starting ones is one thing, but all the ones that get born during a long campaign. How about your own kids and family? How should their backstory come along?
Some characters get descriptions based on their traits, not really a background story, but it is what it is.
In a game such as CK3 you don't have background stories there either after game start and new characters get born.