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Pillars of Eternity by Obsidian Entertainment (Kickstarter) [Up: Teaser]

Lancehead

Member
Interview with Avellone: http://www.gameranx.com/features/id...rview-with-chris-avellone-on-project-eternity

Here's an answer that's exciting just to read:

Besides your future work on Project Eternity and having already returned to Fallout, have you any other universes or settings you'd like to visit?

Sure. Wasteland 2 at inXile has already been an opportunity to return to one of my favorite franchises, so I can check that off the list (until Wasteland 3 - ::crosses fingers::). Other ones include: The Wire, Firefly, Ghost in the Shell, the Walking Dead (movie or comics), Chronotrigger, Torment (although that’s difficult for a variety of reasons), and Star Wars (I’ve always wanted to do Knights of the Old Republic III and finish the trilogy).
 

Zeliard

Member
Ghost in the Shell plz. Also Torment true successor plz. KOTOR too but that seems laughably unlikely even relative to the others.
 

injurai

Banned
I'm really interested to see if there will be a CRPG revival coming out of all of this. We've gotten some CRPG-lite games but nothing of the calibre and love of the old Infinity Engine games.

I'd love to see a Ghost in the Shell inspired CRPG, or even something more in the spirit of Kotor. It seems the team is looking to develop in Unity, and the engine is surely flexible enough for any 3D pursuits that they wish to tackle in the future.
 
This is brilliant:

Chris Avellone said:
So if I were to implement a romance subplot in Eternity - I wouldn’t. I’d examine interpersonal relationships from another angle and I wouldn’t confine it to love and romance. Maybe I’d explore it after a “loving” relationship crashed and burned, and one or both was killed in the aftermath enough for them to see if it had really been worth it spending the last few years of their physical existence chained to each other in a dance of human misery and/or a plateau of soul-killing compromise. Or maybe I’d explore a veteran’s love affair with his craft of murder and allowing souls to be freed to travel beyond their bleeding shell, or a Cipher’s obsession with plucking the emotions of deep-rooted souls to try and see what makes people attracted to each other beyond their baser instincts and discovers love... specifically, his love of manipulating others. You could build an entire dungeon and quest where he devotes himself to replicating facsimiles of love, reducer a Higher Love to a baser thing and using NPCs he encounters as puppets for his experimentations, turning something supposedly beautiful into something filthy, mechanical, but surrounded by blank-eyed soul-twisted drones echoing all the hollow Disney-like platitudes and fairy tale existence where everyone lives happily ever after.
 

HoosTrax

Member
You could build an entire dungeon and quest where he devotes himself to replicating facsimiles of love, reducer a Higher Love to a baser thing and using NPCs he encounters as puppets for his experimentations
Sounds kind of like PS:T, hehe.
 

Zeliard

Member
I would!

Though a Ghost in the Shell RPG from Avellone and co. is immensely intriguing. I'd almost rather see that even over Torment.
 

DTKT

Member
The hate for romances in the RPG community is mystifying.

Not really. Most romances in games has been pretty classic and without any real depths. Don't get me wrong, Mass Effect romances are great, but they are nothing more than "select the blue answers" and bone that blue lady after 10 minutes of conversations.

They are all awkward and barely anything more than soft-porn.
 

injurai

Banned
The hate for romances in the RPG community is mystifying.

It's all done the same way. Honestly the best romances are the one that are left up to the imagination. They need to focus less on the sexual tension and more on the emotional and platonic attraction between two characters EVEN IF there is still sexual attraction involved. It shouldn't be boiled down to mini-games or a few pivotal dialogue trees. Instead perhaps if you pick some character to have in your party a lot, perhaps go out of your way to help them during what could be a time sensitive mission, and a whole bunch of stuff that seems very VERY unrewarding at that very moment. Then you can start to get chances to drop hints, or dialogue might change. Then you can casually and organically confirm or kind of steer that unspoken relation and let it brew.
 

zkylon

zkylewd
The hate for romances in the RPG community is mystifying.
Yup, I think player romance is almost assuredly bad but the existence of romance in general is great and it's baffling seeing MCA wanting nothing to do with it. He sounds like he's got some personal issues to resolve lol.
 

Perkel

Banned
I always smile hearing Avellone talking about love and romance in videogames.

Because he was unsure he could write great ones. It's very very very hard to do in proper way. Just look at all Bioware romances even BG2 romances were kind of mediacore with all later (past BG2) downright shitty.

Yup, I think player romance is almost assuredly bad but the existence of romance in general is great and it's baffling seeing MCA wanting nothing to do with it. He sounds like he's got some personal issues to resolve lol.

He is great writer, writing romances is hard. Last time when he tried to do romance was Cass, Annah and Fall from Grace. That didn't went as expected and in my opinion.

Cass, making her fallower which can't be your girlfriend was great addition to game.
Annah, There was romance but it didn't go anywhere.
Fall from Grace, same as Cass. Between lines there was something but FFG hushed everything if you started.

Avellone romances are best romances.
 

dude

dude
All of you guys acknowledged that you're talking specifically about the way new BioWare handle romances and not the idea of romances. Being able to romancee with a character in this type of video game has so much potential, it's silly people want to throw that away because of Mass Effect.
Both BG2 and PS:T had great romances (and in both games there are at least two romances that aren't very physical at all) and if there are no romances in P:E I'd be very disappointed. Yeah, Chris, all of what you wrote is fine and all, but romance is a pretty important type of human interaction that there's no reason not to explore.
 

Perkel

Banned
All of you guys acknowledged that you're talking specifically about the way new BioWare handle romances and not the idea of romances. Being able to romancee with a character in this type of video game has so much potential, it's silly people want to throw that away because of Mass Effect.
Both BG2 and PS:T had great romances (and in both games there are at least two romances that aren't very physical at all) and if there are no romances in P:E I'd be very disappointed. Yeah, Chris, all of what you wrote is fine and all, but romance is a pretty important type of human interaction that there's no reason not to explore.

I think romance in RPG is tend to be something amazing and overdramatic and that is main problem of romance in games/RPG.

Just make it normal and more realistic. You meat a woman or man few times, have party together, some chat and then you go romance. Add parents and family. This would also be way of making some NPC your house for stuff.

But enough with this shit we saved galaxy,kingdom ! Let's fuck.

Also it would be amazing if all party members would get a girfriends and you can't because not even one wants you. Perfect troll mechanic.

reposting from interview:

You've stated in the past that you don't like romances in games—at least to the extent that they've been done in games thus far. Were you to implement a romance subplot in Project Eternity, what would it involve?

Not a big fan of romances. I did four in Alpha Protocol because Chris Parker, our project director, demanded it because he thinks romance apparently is easy, or MAYBE it’s because he wanted to be an asshole and give me tons of them to do because I LOVE them so much (although to be honest, I think he felt it was more in keeping with the spy genre to have so many romances, even if I did ask to downscope them). At least I got to do the “hatemance” version of most of them, which makes it a little more palatable.

Also, the only reason the romance bits in Mask of the Betrayer worked was because George Ziets helped me with them since he was able to describe what love is to me and explain how it works (I almost asked for a PowerPoint presentation). It seems like a messy, complicated process, not unlike a waterbirth. Don’t even get me started on the kissing aspects, which is revolting because people EAT with their mouths. Bleh.

So if I were to implement a romance subplot in Eternity - I wouldn’t. I’d examine interpersonal relationships from another angle and I wouldn’t confine it to love and romance. Maybe I’d explore it after a “loving” relationship crashed and burned, and one or both was killed in the aftermath enough for them to see if it had really been worth it spending the last few years of their physical existence chained to each other in a dance of human misery and/or a plateau of soul-killing compromise. Or maybe I’d explore a veteran’s love affair with his craft of murder and allowing souls to be freed to travel beyond their bleeding shell, or a Cipher’s obsession with plucking the emotions of deep-rooted souls to try and see what makes people attracted to each other beyond their baser instincts and discovers love... specifically, his love of manipulating others. You could build an entire dungeon and quest where he devotes himself to replicating facsimiles of love, reducer a Higher Love to a baser thing and using NPCs he encounters as puppets for his experimentations, turning something supposedly beautiful into something filthy, mechanical, but surrounded by blank-eyed soul-twisted drones echoing all the hollow Disney-like platitudes and fairy tale existence where everyone lives happily ever after.
 

mclem

Member
You could build an entire dungeon and quest where he devotes himself to replicating facsimiles of love, reducer a Higher Love to a baser thing and using NPCs he encounters as puppets for his experimentations, turning something supposedly beautiful into something filthy, mechanical, but surrounded by blank-eyed soul-twisted drones echoing all the hollow Disney-like platitudes and fairy tale existence where everyone lives happily ever after.

For some reason, when reading this, I ended up with http://www.youtube.com/user/undercovertourist?v=5ni7FRenk2A implanted in my brain.
 

mclem

Member
Also it would be amazing if all party members would get a girfriends and you can't because not even one wants you. Perfect troll mechanic.

I can't help but think it would be awesome if the bard class equivalent would, whenever you stayed overnight in an inn, be missing overnight and then get long, lingering looks from the bar staff over breakfast. And an extra sausage. Possibly with a more puritanical party member tutting as all this takes place.
 

injurai

Banned
I can't help but think it would be awesome if the bard class equivalent would, whenever you stayed overnight in an inn, be missing overnight and then get long, lingering looks from the bar staff over breakfast. And an extra sausage. Possibly with a more puritanical party member tutting as all this takes place.

You need to head over to their dev forums...
 
I thought the romance in the first Dragon Age was solid.

Unrelated ~

I grew up playing Icewind Dale (2). As a youngster I was mystified by the depth of the gameplay and levels of customization. Never finished it but I got far.

Recently I got my hands on a copy and attempted to finally finish it. I found it incredibly difficult going back to the micromanagement of a group. I know its sacrilege but I hope party members have some level of (moderate) AI control or a pause-command system.
 

Violet_0

Banned
Recently I got my hands on a copy and attempted to finally finish it. I found it incredibly difficult going back to the micromanagement of a group. I know its sacrilege but I hope party members have some level of (moderate) AI control or a pause-command system.

NWN2: SoZ had some in-depth party-AI customization options, though if I remember correctly they used a fan-created mod for this
 

hemtae

Member
I got a new update

http://www.kickstarter.com/projects/obsidian/project-eternity/posts/346041

Today's update is different from what we've done so far, and is to give you a look at what's going on at the studio. During the making of Project Eternity we want to give you an idea on how our games are made. Making games is not magic - game development just boils down to a lot of work from a lot of talented people. I would like to pull back the curtain, and give you the who (the talent) and the what (the work that they do) to make Project Eternity a reality.

The Stuff

RPGs are large and complex games that have a ton of stuff, and much more stuff compared to most games. Characters, companions, dialogues, areas, monsters, abilities, spells, items, weapons, armor, sound effects, visual effects, interface art, music, crafting recipes, animations, textures, crates and quests are the bits of stuff in Project Eternity... and the list goes on and on. At the time that we finally ship the game, we will have hundreds of thousands of bits of stuff in the game. Managing and creating this stuff is one of our major problem when creating RPGs. Our task is to make all of the stuff as efficiently as possible with a high level of quality.

Right now we are knee deep in pre-production. Pre-production is the period of time at the beginning of development where everything is planned and prototyped, production schedules are made, and pipelines are constructed. I'm not talking about oil pipelines here - I'm talking about asset pipelines. An asset pipeline can be described like an oil pipeline - First the asset is made by a content creator (like an artist), next the asset is processed by a tool so that the game understands what the heck it is, and finally the asset is placed into the game world in its final location. All of the different types of assets (stuff) require a custom pipeline. Pipeline creation is one of the many problems we are tackling right now in pre-production.

The Team

We have many different roles (sometimes called "hats") on the Project Eternity team. Most of the team fall into three categories: content creators (makers of stuff), programmers (making the stuff work), and production (making sure the stuff gets made). Our role percentage breakdown is a bit different than what we typically have on a project. If you look at my fantastic pie-charts below, you can see that we are content focused because we have larger design team, and since our team size is small we don’t have the need for a large production staff.


All of these roles are equally important and are all vital for making the game great:


Art

Animation: Animation adds life and movement to the game. Every moving object in the game requires an animator to be involved. 
Effects Art: Spell effects, sword swings, fire, smoke, and blood are animated and designed by an effects artist.
Environment Art: The environment artists make the world look beautiful. They do a pretty good job at it. 
Character Art: Character artists create the characters, companions, and monsters. They also model and texture all of the weapons and armor. 
Concept Art: Concept artists paint and illustrate environments and characters that fit within the art and design vision. Their art is used by the rest of the team for reference on style, mood, color, size and proportion. They also paint the 2D portraits and touch up the 2D pre-rendered environment scenes. 
User Interface Art: All of the buttons that you push, the interfaces that you interact with, and all of the mouse/item/weapon/spell icons in the game are designed and crafted by the UI artist.
Audio

Audio Design: Audio design is responsible for any and all of the audio that comes out of your speakers. This includes the creation and production of all of the music and sound effects, and making the character voices sound great.
Design

Area Design: All of the cities, towns, dungeons, and wilderness areas that you can explore are designed by area designers. They take the environments and characters made by the artists to construct a rich and believable world. They also fill the game with quests and combat encounters.
Narrative Design: RPGs contain thousands of lines of branching dialogue and huge non-linear storylines. The world, story, companions, factions, lore, and themes are created by the narrative designers. 
System Design: Rules and systems specialists. They like numbers and spreadsheets. Combat, abilities, spells, non-combat skills, and items are designed by the systems designers.
Production

Production: The producers organize the team. They make sure everything is running like a well-oiled machine. Producers have the responsibility for making sure the game is delivered on time, on budget, and is awesome when it's shipped.
Programming

Engine Programming: The engine programmers deal with system, rendering, and physics code. Unity handles a lot of our engine-level programming for us, so we can focus our programming time and energy on gameplay. 
Game Programming: The game programmers implement the game design including the rules, combat, and abilities. They also code up gameplay systems like dialogues, quests, stores, and create artificial intelligence for monsters. 
Tools Programming: Pipelines and tools used by the team are made by the these programmers. Most of their code lives "outside" of the game code.
Quality Assurance

Quality Assurance Testing: The QA tester reports in-game problems to the rest of the team. They make sure that all the stuff is working together and functioning properly.
We want to go into more detail on what each person does on the team in future updates. A two sentence description trivializes the responsibilities for each team member, so in the future we will dig deeper and take a closer look into the disciplines.

Next week Josh has an update with lore and other fun worldly things.
 

Lancehead

Member
Their team distribution is very as expected.

team.jpg
 
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