by Owlcat Games
Thanks, indeed I am from China - you can probably tell it from my name. The old Baldur's Gate (if I recall correctly) actually only have two verbal sets: male and female. But it seems the Owlcats do not care too much about this level of details, yet. Anyway, as the game is successfully funded and I do hope they can deliver a decent game...
I love complex and vast variations of countries in a world, and it seems that Pathfinder: Kingmaker is going to have a plentiful stock of those! Be careful, though - too much complexity and vastness can confuse the consumer and make them struggle to understand what is going on, why, how, and which way. Perhaps an in-game encyclopaedia would be useful - or, like the cRPG Tyranny has done, through encyclopaedic mentions in dialogue boxes or event descriptions. That way, the player can have the ever-constant option to remind themselves who's fighting who, and why.
In any case, can't wait to see more of this! The River Kingdoms are already my favourite.
As Hao explained we need casting sounds, more than we need the hitting sounds that were presented in this video.
That's a brilliant and outstanding idea! However, the syllables need also different versions for each character, as each one has a different voice. Maybe Owlcat can figure something out.
People brought up with the Latin or Cyrillic alphabet do not tend to have such ideas. Are you by chance from a Chinese background?
I'm pretty excited about Numeria being featured in the game. Will we be able to fight (or ally with) the Technic League itself, with Technomancer Wizards, gearsmen and perhaps even a Myrmidon robot, and buy/loot a couple of super science-y devices from them? That would have been super awesome, even if they only appear in a random encounter!
It's really nice to learn about the details of the "sound of spells" - as Archangel mentioned, what about the verbal component of a spell (i.e. the 'chant' of a spell caster)? I understand that the game is still in very early stage. But from the videos I have seen there's no verbal component (the somatic components seem otherwise identical), which make the spell casting less "real" and less dramatic to me.
Of course, handcrafted unique verbal component for every single spell is probably too much to ask for a game like this. But you could probably do something simpler as you do for the sound effect of the spells – use the combinatorics!
Firstly, you have divine and arcane spells. It would be blasphemy to think an absent-minded mage and a devoted cleric will use the same chanting, even if the spell effect is the same, given the nature of arcane and divine spells are completely different. So, I would suggest two distinct systems of verbal components be developed. Of course, you also have different schools of spells – conjuration, divination, enchantment, etc., each of them also have sub schools. This is not new as classic CRPGs like Baldur’s gate used different verbal for different schools. But that’s it – in games like Baldur’s gate, spells from a same school have identical verbal components. It is a little bit frustrating to realize that “cure light wounds” and “acid arrow” use the same verbal, isn’t it?
But can it be improved? Of course! You can also think of the distinct effects of each spell – would you enlarge an object or shrink it? Or would you summon a demon or a celestial being? Don’t forget you already have different effect range of spells – be it touch, cone or line. I would also hope the in-game verbal component reflects the time - a full-round spell should take considerably longer chanting (thus more vulnerable to distractions) than a standard-action spell.
Combination of all these different features can easily give you hundreds of possibilities. An example for our favourite wizard Fireball spell can be cut into arcane:evocation+radius+fire+standard-time. This can also be easily extended by additional syllables: A cleric might add her God’s name in the prayer; A mage would want to enlarge/empower her spell using metamagic feats.
Anyway, this still sounds a lot to ask :) – but I suppose it is the details that make a great game to epic.
Do you have a script blocker? You should be seeing a Youtube video embedded in the update.
OK, but where are the casting sounds? :(
For an expansion pack, could we exploit Brevoy's disunity and kick off the civil war so we can conquer it for ourselves? And maybe snap up a few of the River Kingdoms too? :D
(Why yes, I am planning to go evil my first run, why do you ask?)
The Unity component is really nice guys!