alessandro@lemmy.ca to PC Gaming@lemmy.ca · 8 months agoStarfield's lead quest designer had 'absolutely no time' and had to hit the 'panic button' so the game would have a satisfying final questwww.pcgamer.comexternal-linkmessage-square9fedilinkarrow-up160arrow-down12cross-posted to: [email protected]
arrow-up158arrow-down1external-linkStarfield's lead quest designer had 'absolutely no time' and had to hit the 'panic button' so the game would have a satisfying final questwww.pcgamer.comalessandro@lemmy.ca to PC Gaming@lemmy.ca · 8 months agomessage-square9fedilinkcross-posted to: [email protected]
minus-squareDebatableRaccoon@lemmy.calinkfedilinkarrow-up12·8 months ago“Satisfying” is a strong word.
minus-squareI Cast Fist@programming.devlinkfedilinkarrow-up2·7 months agoProbably satisfying Emil Pagliarulo, who has very low standards for writing quality, given his own track record
minus-squareDebatableRaccoon@lemmy.calinkfedilinkarrow-up1·7 months agoThat wouldn’t surprise me at this point
“Satisfying” is a strong word.
Probably satisfying Emil Pagliarulo, who has very low standards for writing quality, given his own track record
That wouldn’t surprise me at this point