Pyre
Clown Reemus Jun 1, 2017 @ 12:47pm
A Branching Story with No Game-Over
In Pyre, you will never be forced to lose progress. Whether you prevail or you fail, your journey continues. The interactive narrative is expressed through a story that no two players will experience in quite the same way.
This is, like, basics of gnosiology. You should have done better work trying to advertise your game. I mean, you want to to matter? Have actual value? No need to "sell" it like your average product, without putting your soul into even writing the description.
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Showing 1-13 of 13 comments
kid_zomb  [developer] Jun 1, 2017 @ 2:17pm 
Hey, thank you for the feedback. Just so I understand your point of view better, what is it about this phrasing that you find distracting or off-putting...? Is it that you think this is obvious / goes without saying?

We're not just saying that players will experience the story differently but that players all have a unique combination of story events happen to them. Like, if you and I played the game and then discussed the specific events that happened, they would be different. We maybe could have phrased that more clearly.

In any case, we felt that the part of the game where the content is varied enough to create a different experience for everyone who plays the game was worth highlighting as one of the things that makes Pyre unique. We certainly don't feel this is true of all games.
ein Jun 1, 2017 @ 7:44pm 
Originally posted by Clown Reemus:
This is, like, basics of gnosiology.

What did he mean by this?
slo Jun 2, 2017 @ 2:15pm 
Originally posted by ein:
Originally posted by Clown Reemus:
This is, like, basics of gnosiology.

What did he mean by this?
Probably that no two people experience anything the same way, and thus, it is hardly a selling point.
Clown Reemus Jun 2, 2017 @ 2:16pm 
Originally posted by slo:
Originally posted by ein:

What did he mean by this?
Probably that no two people experience anything the same way, and thus, it is hardly a selling point.
More or less.
kid_zomb  [developer] Jun 2, 2017 @ 3:25pm 
Thanks again for the feedback. We could say something like 'a story that unfolds in a unique fashion for each player' and that may make the point clearer.
Clown Reemus Jun 2, 2017 @ 3:31pm 
I suppose it would be the best solution.
Hawke Jun 3, 2017 @ 8:38am 
Originally posted by kid_zomb:
Thanks again for the feedback. We could say something like 'a story that unfolds in a unique fashion for each player' and that may make the point clearer.
Does it mean rogue-like elements?
If two players do the same things in the same order, do they get the same result?
Clown Reemus Jun 3, 2017 @ 8:41am 
Originally posted by Hawke:
Originally posted by kid_zomb:
Thanks again for the feedback. We could say something like 'a story that unfolds in a unique fashion for each player' and that may make the point clearer.
Does it mean rogue-like elements?
If two players do the same things in the same order, do they get the same result?
That woud be logical conclussion yes. I believe what the developers wanted to relay is the difference in how two players with the same results PERCEIVE those results - that their perception of game progression will always be different. But that goes without saying, for every human being bolsters ultimately different basis of both natural and social origin.
kid_zomb  [developer] Jun 3, 2017 @ 9:14am 
Originally posted by Hawke:
Does it mean rogue-like elements?
If two players do the same things in the same order, do they get the same result?

No, we wouldn't say it's rogue-like. If two players do the same thing in the same order, they will get the same result in many cases -- but, there are some cases where chance is involved.

The game is highly story-driven and you'll meet key characters at key times and stuff like that, similar to our last two games (though the story is more central in Pyre than in Bastion or Transistor). But, as it unfolds, some of the details will change based on different factors, and no two play-throughs will end up having the same exact sequence of events. It's difficult to get more specific without giving anything away. We want for players to feel like they had a very personal and 'tailored' experience with the game.

We experimented with a more rogue-like structure that generated characters and quests and so on. That had promise but we so enjoy creating specific characters and stories that we decided to go in a different direction, with a specific cast and a more specific story, though still with a lot of variance and dynamic aspects to make the experience feel tailored to each player.
Last edited by kid_zomb; Jun 3, 2017 @ 9:16am
Hawke Jun 3, 2017 @ 9:32am 
To get this straight, there is an RNG involved, but it affects only minor events, combination of which may or may not determine the ending?

If the answer is "Yes", a perfectionist PT will be a challenge with many reloads.
kid_zomb  [developer] Jun 3, 2017 @ 11:07am 
Originally posted by Hawke:
To get this straight, there is an RNG involved, but it affects only minor events, combination of which may or may not determine the ending?

If the answer is "Yes", a perfectionist PT will be a challenge with many reloads.

Yes, I'd say that's the case for the most part, though I don't want to give away too much more about the ending or game structure.

There is some randomness to the degree there's a simulation of things that happen that aren't directly related to you. For instance, there are different bands of exiles, called triumvirates in the game, e.g. the Accusers; the outcomes of their encounters is simulated based on various factors, and that can have some influence on things related to you. There is variance in how many times you will encounter different triumvirates (a combination of your choices and chance). We liked the idea of a game structure where you could run into the same adversaries, have them respond to the outcome of your last encounter, and so on.

If you imagine yourself in a tournament setting, how well you do is the factor you control, but other factors -- how well your opponents do, and so on -- are out of your control. We're hopeful that these aspects make this game more resonant and true-to-life, even if they defy the sense of a 'perfectionist playthrough' you refer to.
Last edited by kid_zomb; Jun 3, 2017 @ 11:08am
Hawke Jun 3, 2017 @ 11:10am 
Thank you for the information.
Clown Reemus Jun 3, 2017 @ 12:16pm 
They had better not defy the common sense, and it should be fine...
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Date Posted: Jun 1, 2017 @ 12:47pm
Posts: 13