Blondbeard wrote:
Why didn't I enjoy this more?
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×Storywise I got quite confused, and it felt a bit cheesy that Beethro ran away from a handful of guards, and just one guard in the end. Was Jobus expecting Beethro to show up, and if so, why didn't he just give Beethro the scrolls?
(mid-way through the hold plot spoilers)
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×
In hindsight, you're quite right, there isn't a particularly good reason offered in-hold as to why Beethro runs away from those guards instead of killing them.
I could give a perfectly good Doylist interpretation and just say "Oops, we didn't think of that." But instead I think I'd prefer to offer the Holmes-ian idea that maybe Beethro, by not killing the guards, was showing that now he was not going to jump immediately to the use of violence if alternative methods were available. Beethro didn't need to kill any of those guards, so he didn't. "Not every problem can be solved with a Really Big Sword."
Still, if I need Beethro to run away from a group of people in the future who are supposed to out-combat him, I'll try to make them look more threatening or have more of an advantage in some manner. Maybe those mysterious Swordsmen might have something to do with that.
Blondbeard:
Was Jobus expecting Beethro to show up, and if so, why didn't he just give Beethro the scrolls?
I'm not really sure whether Jobus was expecting Beethro to show up or not. It sounds like in the beginning Jobus thought Beethro had just come in off the High Path, a few miles from even making it to the City. But there was plenty of time for Jobus to do stuff offscreen while Beethro was solving those first four levels...
How would Jobus have given Beethro the scrolls? It doesn't look like he has a sword of any kind, and I'm pretty sure you need a sword to solve most of those rooms and open the blue doors. Maybe he wanted to save a blue key for later...
Tahnan wrote:
I agree with whoever it was above who said that the post-puzzle plot rooms seemed to have cutscenes that lasted forever; maybe it was just the really long pauses.
This was my fault as the builder of the cutscenes; there was a lot of information to put in the hold and I didn't split it up as neatly as I could - the conversation in Egress Level: 1N1E could have been split into many smaller cutscenes in many different rooms during travel, for instance. I know that a couple of times I got somewhat irritated debugging some later parts of cutscenes and having to listen to the beginning parts; some of you may have noticed I put some "
breakpoints"
kind of inconsistently in those rooms.
Part of the time we spent just before releasing the hold was spent ironing out the pauses in some of the cutscenes; I'm pretty sure at some point it was understood that it was "
good enough"
.
I'll try to come up with a better solution if I find myself in a situation requiring a lot of dialogue in the future.
the first thing that struck Tahnan, plotwise
That's an interesting guess...
the second thing that struck Tahnan, plotwise
I have no comment, you'll have to ask Mike a bit more directly about that one.
I will tell you that I wrote that set of lines pretty early in the script-writing process and it survived until the end.
various people who thought that some of the guards, particularly in the secret rooms, were overly exuberent
My personal opinion on the matter is that I thought half the fun of having voice actors was having them read lines in exaggerated fashions - some people who played The City Beneath may well remember the various negotiators our negotiator friend spoke with in enacting a new law. I liked the guard takes just fine, but I can see now how some other people might not have liked them.
I usually try to put checkpoints in rooms with voiced lines set up so that if you restart to any reasonable checkpoint, you never have to hear the voiced lines again unless you restart the whole room. I hope some people appreciated that in the Guard secret rooms.
--
If these are the most concerning complaints people have come up with, I'm honored.
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[Last edited by Chaco at 08-21-2011 03:25 AM]