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    <title>Psychochild's Blog » Weekend Design Challenge: Balancing with odds and ends</title>
    <dc:date>2011-11-27T08:21:02+00:00</dc:date>
    <link>http://psychochild.org/?p=1108</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[In the continuing saga of one peron's mission to turn the d20 system into a classless system, we find ourselves with a question of balance. We've got a foundation laid, let's take the next steps toward our goal.

I promised some talk about balancing, but we have a few odds and ends first.]]></description>
<dc:subject>gamedesign rpg z3</dc:subject>
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    <title>T=Machine » Dragon Age 2: When Designers go Bad…</title>
    <dc:date>2011-03-07T09:22:08+00:00</dc:date>
    <link>http://t-machine.org/index.php/2011/03/07/dragon-age-2-when-designers-go-bad/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Courtesy of Tom, I played the DA2 demo a few days ago. It’s the first Bioware game I’ve played that was so inherently dull and boring I lost all interest after 10 minutes. This rarely happens to me with any game, let alone one from a mega-studio like Bioware. I suspect, in fact, it’s just a really bad demo – the real game is nothing like this. I hope.
Intensely detailed (intensely sexualised) player-characters, but otherwise a depressing art-style (grey on grey with a backdrop of de-saturated blood – i.e. red-tinted grey – and an overcast sky of … multi-hued grey. Oh, and the enemies use a single-hue pallette too: grey).
There was some classic Bioware-ism in the intro itself – sounded and felt like NWN redux – same focus on narrative, but with an engine so badly broken it miserably failed to lip-synch (in a way that no other studio has done so badly for more than ten years), and the eyeballs appeared to have been sucked out, and replaced with ill-fitting glass bearings.]]></description>
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