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View Full Version : What did TQ have that GD will not?


Coridan
01-25-2010, 09:13 PM
A lot of people have been asking what new feature GD will have, but I'm curious what features/aspects of TQ did you feel didn't work well and don't plan to have return to GD.

Or, since budget/time/manpower might be an issue, which features likely won't make the cut because they were too time intensive to implement?

Thanks for all the answers thus far!

Roros
01-26-2010, 12:05 AM
Sadly, I doubt EPIC BOAR HIDE won't make it into Grim Dawn. I'm sure it will still be a great game, though.

yerkyerk
01-26-2010, 12:15 AM
From what I know the following changes;

It'll be shorter
Less voice-acting
Less masteries (5)
No, or in-game cinematics

radio_babylon
01-26-2010, 12:34 AM
"shorter" makes me sad, but all the rest i can live with. and "shorter" can be overcome with both fan-made and official add-on content, which im totally ok with paying for if the quality is high. ditto for more masteries... ive got no problem at all with buying new masteries as add-on content.

TheRani
01-26-2010, 01:17 AM
I can live without tons of voice-acting and cinematics and cut-scenes and suchlike, and things like it being shorter or having fewer masteries seem unlikely to be a problem if there's going to be additional length and masteries available later on as DLC. Especially considering that the asking price of Grim Dawn is significantly lower than what I paid for Titan Quest when it was first released (3 big acts and 8 masteries, for 50 bucks). At this price point, I'll be impressed if we get something longer than Torchlight, and 5 masteries makes for way more than 3 classes, so I'll be happy.

shawnmck
01-26-2010, 02:38 AM
From what I know the following changes;

It'll be shorter
Less voice-acting
Less masteries (5)
No, or in-game cinematics

The length of Grim Dawn may be shorter, but I'm sure it will still be great....and that expansions will also be released further down the line that will make it even longer. As long as it is good, I am okay with it.

As for less voice acting, less masteries, no cinematics...
Nothing of importance anyway, so no loss there.
I just want to slay cool enemies & bosses, and find nice loot.
:p

heron
01-26-2010, 02:45 AM
Unlike EA/Activision-Blizzard, CE will have a limited resource and a budget.
As long as the art, coding and engine play like TQ .. it's going to be a great game!
Quality over qauntity!

medierra
01-26-2010, 03:03 AM
I can't think of anything that we won't have which isn't being replaced with something new. We don't have artifacts, for example, but we have something that is very similar and I think much better. Oh, we won't have broken items that you can pick up to fill up your inventory and sell for almost nothing. So there's one thing...

Like yerkyerk said, the main difference is that the game will be smaller. This doesn't necessarily mean the world will be a fraction of the size. It will be smaller for sure but maybe more like 1/2 the size instead of 1/4 the size. Mainly we can't afford to pay for as much unique artwork, so there will be more reuse of assets. TQ had a ridiculous amount of unique enemy models, far more than most RPGs. We won't have nearly as many unique enemy models to work with in Grim Dawn but we'll still keep it interesting by turning each model into multiple enemy variants with different AI, skills, and equipment. We also won't be able to create nearly as many unique environments but then, even many mega-budget RPGs like Oblivion and Fable II only have a couple environments. So I'm not sure how much people will even notice so long as we use our art in varying ways and keep the gameplay fresh.

By the time you get bored of initial game, we should be ready to release an expansion pack. Instead of thinking about it as a small game, I'd think about more like a piece of a game that you're buying one chunk at a time. You get all the features upfront in the first release and enough gameplay to keep you busy for many hours. Then, in not too much time, the next portion of the game will come up. My hope is that we can keep working on Grim Dawn for years to come and that eventually the game will grow to be much larger than TQ.

... don't you hate it when words on multiple lines match up perfectly on top of one another?

subshape
01-26-2010, 03:15 AM
Also, realize that TQ didn't really have the character returning to areas. You just plugged along running through towns that didn't really offer much for the player.
These are things that will be addressed with GD.
Something to think about.
B

Jophilli
01-26-2010, 04:20 AM
Also, realize that TQ didn't really have the character returning to areas. You just plugged along running through towns that didn't really offer much for the player.
These are things that will be addressed with GD.
Something to think about.
B

Exactly. I would prefer to have less areas with more meaning and use to them, instead of having more areas that I can't get attached to as a player.

alexei
01-26-2010, 04:49 AM
I think cinematic with art drawing shown one after another is satisfying enough. Like the one in the the torchlight or alien shooter. I think many indie dev use that.

k4llu5
01-26-2010, 05:37 AM
Even half the size of TQ will amount to about 20-25 hours of gameplay. And this is just the core game. Great to here that you plan to support GD after release. This is something that I wish TL did, as the basis for plenty of expansions was clearly there, kinda like how Fate did it. Eventually having a game bigger than TQ will truely be awesome, as TQ took longer then most APRG's to get through. Hopefully you can keep the indie status so as to not let a publisher muck things up. TQ had infinite possibilities and was clearly a cut above the rest.

medierra
01-26-2010, 06:37 AM
Even half the size of TQ will amount to about 20-25 hours of gameplay.

Wow, is that how long it takes most people to complete TQ on Normal? Does that include Immortal Throne? It seems this number is incredibly variable though from person to person and even playthrough to playthrough. A lot of it depends on how thoroughly you clear levels, how much time you spend traveling to town, looking at merchants, screwing around in your inventory, etc. During testing the play-testers at THQ were generally completing TQ in about 15-25hrs.

Because of the way we're designing GD, if you really just want to complete the main story as quickly as possible, it probably won't take very long. Maybe 6-10hrs? However, there is a lot more peripheral content, so we think people will easily be able to spend 20 or 30hrs if they try to complete everything. Then you have all the class combos and the additional difficulty levels.

Someone recently did a speed run of D2: LoD in under an hour. So really, it is pretty tough to say exactly how long it is going to take a person to beat a game.

k4llu5
01-26-2010, 06:51 AM
For me it took about 40 hours to complete TQ with IT installed, but then again I listened to the quest givers and read the lore in game. I also explored most of the map as well. For such a rich game brimming with loads of cool stuff there is no reason to rush through the game.

alexei
01-26-2010, 06:52 AM
Is the animation how ragdoll fall after taking hit still the same like TQ? I mean when creature shoot up to the sky and falling back, they look like falling on the moon. Like the gravity is small.

For me it took about 40 hours to complete TQ with IT installed, but then again I listened to the quest givers and read the lore in game. I also explored most of the map as well. For such a rich game brimming with loads of cool stuff there is no reason to rush through the game.

That's right. when the lore is interesting and great, i will read all of them. By lore, i don't actually mean like all the history stuff. Lore for me, could mean the game story. Like how Shadowground (frozenbyte) story, it's intriguing to read to know what is happening and what the cause of it.

medierra
01-26-2010, 06:55 AM
Is the animation how ragdoll fall after taking hit still the same like TQ? I mean when creature shoot up to the sky and falling back, they look like falling on the moon. Like the gravity is small.

We've made a few improvements.

alexei
01-26-2010, 06:57 AM
We've made a few improvements.

That's great to know.

4987354987
01-26-2010, 06:57 AM
I like when I send 'em flying, they hit a wall or tree and fall down. Priceless :)

k4llu5
01-26-2010, 06:58 AM
Hopefully the lighting will be the same or better. Caves and the night cycle had some of the best lighting in any game I've played.

k4llu5
01-26-2010, 07:00 AM
I like when I send 'em flying, they hit a wall or tree and fall down. Priceless :)

Best moment I had was when a zombie fell down a well right before the Kerata Forest. I was so well done (no pun intended) that it may as well been staged.

MadWasp
01-26-2010, 07:42 AM
From what I know the following changes;

It'll be shorter
Less voice-acting
Less masteries (5)
No, or in-game cinematics



TQ:IT develop team counted 40 members. (5 years of develop time)

GD counts 7 members. (with (1.5 years of develop times)

Smaller scope. Less feature of course.

It is sad but money is a big rule.:furious:

medierra
01-26-2010, 07:49 AM
TQ:IT develop team counted 40 members. (5 years of develop time)

GD counts 7 members. (with (1.5 years of develop times)

Smaller scope. Less feature of course.

It is sad but money is a big rule.:furious:

Well, it is less content to be sure. However, since we're using the Iron Lore engine and tools - we already have a massive amount of work done for us.

MadWasp
01-26-2010, 07:49 AM
Anyway Diablo III counts 70 developers with 12 years of development time.....


Time and money are not all...

MadWasp
01-26-2010, 07:53 AM
Well, it is less content to be sure. However, since we're using the Iron Lore engine and tools - we already have a massive amount of work done for us.


The engine saves tremendeous work indeed.

I hope later(with workin' donation system) we will have destructable environment....that's so lovely :)

An arrow in a tree(and in mobs().:) Falling rocks, Smashable barrells, crypts, walls, brushes...

k4llu5
01-26-2010, 03:31 PM
TQ:IT develop team counted 40 members. (5 years of develop time)

GD counts 7 members. (with (1.5 years of develop times)

Smaller scope. Less feature of course.

It is sad but money is a big rule.:furious:

It'll have less content initially, but eventually will come to have more. This suits me better as I would rather have small portions to digest over a period of time then one big bite all at once.

Coridan
01-26-2010, 04:04 PM
Wow, thanks for all the replies. I am glad to hear that pretty much all of the gameplay features of TQ will be revisited with a lot improved on.

Also, I sure hope the treasure chests with loot that explodes out of it return. There's nothing greater than being hit in the face by loot. =)

k4llu5
01-26-2010, 04:07 PM
My daughter loves that feature...

Coridan
01-26-2010, 04:08 PM
My daughter loves that feature...

Dad? Is that you?

k4llu5
01-26-2010, 04:09 PM
I hope not...

shawnmck
01-26-2010, 04:38 PM
I couldn't say how long it took me to beat TQ, let alone how long it took me once the IT expansion came out & lengthened the game even further.
All I can say is that TQ had pretty much all of my attention and even if Grim Dawn is shorter, as long as it is equally as engrossing as TQ then it will still satisfy. Although once it is completed there will hopefully be plenty of reasons to go through all over again (new boss, new equipment, etc...just like TQ).

I am curious though as to how many characters/ classes will be made available at the start ?
Part of the charm of TQ was playing through again with different Masteries. TQ was very open ended & very well balanced. Each Mastery had it's respective strengths & weakness, but it balanced out because the enemies & bosses were the same way. One class might have been weak to a particular boss while another was strong against it, & visa versa. But each Mastery had plenty of potential choices that it made the options diverse & rewarding.

Having fewer enemy types &/or boss types isn't something that I look forward to, but since the game is going to be shorter than it is of no concern. It will be remedied with future expansions. It is just the beginning, & not the end product.
It's also good to hear of all the improvements & changes as well, as it means GD will be different as much as it is the same. (if that makes any sense ?)

TECHNOmancer
01-26-2010, 04:44 PM
It'll have less content initially, but eventually will come to have more. This suits me better as I would rather have small portions to digest over a period of time then one big bite all at once.

I definitely agree! Quality over quantity, as well as the prospect of additional content down the line, suits me just fine.

Loot exploding out of treasure chests is a touch that I enjoy as well. It's a lot of fun to rummage through bone piles and chests and see coins and items come spilling out of them.

TECHNOmancer

Adidasimus
01-26-2010, 06:43 PM
Will there be a two-handed weapons like Swords, Axes, Maces?:)

Renevent
01-26-2010, 07:05 PM
Will there be a two-handed weapons like Swords, Axes, Maces?:)

Good question! I would love to see 2hd weapons in GD (aside from staffs and bows).

eisprinzessin
01-26-2010, 07:12 PM
Agreed and it deserves its own thread, because this one is called "What did TQ have that GD will not?" ;)

Renevent
01-26-2010, 07:14 PM
That depends on how you word it...

You could say that TQ had a distinct lack of 2hd weapons, and hopefully GD won't have that problem.

radio_babylon
01-26-2010, 07:19 PM
Even half the size of TQ will amount to about 20-25 hours of gameplay. And this is just the core game. Great to here that you plan to support GD after release. This is something that I wish TL did, as the basis for plenty of expansions was clearly there, kinda like how Fate did it. Eventually having a game bigger than TQ will truely be awesome, as TQ took longer then most APRG's to get through. Hopefully you can keep the indie status so as to not let a publisher muck things up. TQ had infinite possibilities and was clearly a cut above the rest.

half the size of TQ would run about 500 hours for me, if youre talking total playtime :) thats more than enough for my $48, i figure...

Adidasimus
01-28-2010, 10:05 PM
Will there be a two-handed weapons like Swords, Axes, Maces?:)

Can someone from Crate Entertainment answer this question? =)

ASYLUM101
01-28-2010, 10:08 PM
half the size of TQ would run about 500 hours for me, if youre talking total playtime :) thats more than enough for my $48, i figure...

Only 500? :) Half of my TQ hours.... well, lets just say I play the game at least an hour a day... (or mod it), since it's conception. haha

Coridan
01-29-2010, 01:45 PM
Only 500? :) Half of my TQ hours.... well, lets just say I play the game at least an hour a day... (or mod it), since it's conception. haha

I am jealous. I am lucky if I get to play 2 hours a week. Not even sure if I'll make level 75 by the time GD comes out.

Adidasimus
02-03-2010, 02:20 PM
I'm sorry for the question I have posted 3 times already but nobody answers=)
Will there be a two-handed weapons like Swords, Axes, Maces?

Can someone from Crate Entertainment answer this question? =)

chris01
02-03-2010, 03:16 PM
I'm sorry for the question I have posted 3 times already but nobody answers=)
Will there be a two-handed weapons like Swords, Axes, Maces?

Can someone from Crate Entertainment answer this question? =)

I hope there will be =) that would be awsome:)

shawnmck
02-03-2010, 03:28 PM
And will there be pistols (musket type weapons) also ?

Z3us
02-03-2010, 05:08 PM
And will there be pistols (musket type weapons) also ?

This picture, which is located at the bottom of the homepage seems to indicate so :)
Also I recall one of the devs saying there will be guns.

http://www.grimdawn.com/webfiles/graphics_slaying.gif

Renevent
02-03-2010, 05:12 PM
Well, art for Immortal Throne (I think the cover of the box :p ) shows a character dual wielding a sword and staff...which is obviously not possible in game.

http://cdn.internal.co.jp/products/util/ghostreplay/magazine/files/img/017/tqit01.jpg

ASYLUM101
02-03-2010, 05:21 PM
However, the staff was still in the game!

Malpheas
02-03-2010, 05:27 PM
Yeah, it also made you believe that the game could by played as Wonder Woman as well...

yerkyerk
02-03-2010, 05:43 PM
It was also not a staff, but a spear...

ASYLUM101
02-03-2010, 05:53 PM
It was also not a staff, but a spear...

I dunno dude...it really looks alot like a staff, even with the bladed end and all. I mean, it's even glowing!

The only ingame spear that kinda resembles that is Reach of Helios, but it doesn't really look like it completely.

shawnmck
02-03-2010, 10:00 PM
Well, art for Immortal Throne (I think the cover of the box :p ) shows a character dual wielding a sword and staff...which is obviously not possible in game.

Not only that, but there was no blonde female either.
;)