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Then why the fuck do a Kickstarter? Isn't the purpose of the project to create something unrestricted by financial concerns?
Lol, I guess you don't realize that they will still sell the game to other people besides Kickstarter funders?
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Then why the fuck do a Kickstarter? Isn't the purpose of the project to create something unrestricted by financial concerns?
Cool, good to hear that as expected this isn't indicative of final quality.
Welcome to GAF by the way lol
The purpose of using Kickstarter is to create something that is not restricted by publisher financing. People still have to like the premise of the pitch to back it or it won't get made....
Then why the fuck do a Kickstarter? Isn't the purpose of the project to create something unrestricted by financial concerns?
I definitely get the idea of modeling artwork, but I think that - even though they're less posed - the new pictures might be a little too posed and thus sending the wrong message.Edair is an ordinary guy, but Edair is not indicative of all characters. He isn't designed the way he is because I think "that's cool", but because it fits his character. He is an unassuming man who tries to keep a low profile. Other wilder/more exotic/unusual characters will be available (and you can make them on your own).
We started modeling Edair first in part because he is a very straightforward character. The problems we are trying to solve in modeling are not related to how cool the character can look, but to how we have to build and export characters in Maya, then into Unity. For such purposes, often the more straightforward characters are better because they're "neutral". Chain mail and leather not make you hop out of bed and scream OWOOOOOGA! but they're things we're pretty likely to have to create and they pose actual challenges for us when it comes to building and rendering it.
Someone compared the painted portrait of Sagani to the line art of Sagani. You can certainly compare them, but they're made for different purposes. Line art drawings like the ones Polina has done will probably never appear in the game. They're made as reference. Any coloring done after the fact is mostly just to give a sense of volume to the character and his/her gear. The painting of Sagani is a great portrait and we'd like all of our portraits to be that good and in a similar style -- but no one is going to build Sagani from the painting of her. She's in a cool pose with a determined expression, but you're mostly looking at her back and side.
I understand that people want to see more art, better art, and more unusual art. We will make it. It has always been our intention to do so, but a lot of the problems we're trying to solve right now are logistical, not quality-related, and while paintings like the one of Sagani or even the wallpaper of the whole party are exciting and beautiful, they don't necessarily help us build the game right now.
Thanks for all of your feedback.
Lol, I guess you don't realize that they will still sell the game to other people besides Kickstarter funders?
Edair is an ordinary guy, but Edair is not indicative of all characters. He isn't designed the way he is because I think "that's cool", but because it fits his character. He is an unassuming man who tries to keep a low profile. Other wilder/more exotic/unusual characters will be available (and you can make them on your own).
We started modeling Edair first in part because he is a very straightforward character. The problems we are trying to solve in modeling are not related to how cool the character can look, but to how we have to build and export characters in Maya, then into Unity. For such purposes, often the more straightforward characters are better because they're "neutral". Chain mail and leather not make you hop out of bed and scream OWOOOOOGA! but they're things we're pretty likely to have to create and they pose actual challenges for us when it comes to building and rendering it.
Someone compared the painted portrait of Sagani to the line art of Sagani. You can certainly compare them, but they're made for different purposes. Line art drawings like the ones Polina has done will probably never appear in the game. They're made as reference. Any coloring done after the fact is mostly just to give a sense of volume to the character and his/her gear. The painting of Sagani is a great portrait and we'd like all of our portraits to be that good and in a similar style -- but no one is going to build Sagani from the painting of her. She's in a cool pose with a determined expression, but you're mostly looking at her back and side.
I understand that people want to see more art, better art, and more unusual art. We will make it. It has always been our intention to do so, but a lot of the problems we're trying to solve right now are logistical, not quality-related, and while paintings like the one of Sagani or even the wallpaper of the whole party are exciting and beautiful, they don't necessarily help us build the game right now.
Thanks for all of your feedback.
Yup. Can't go wrong with honesty.If you don't, how would anyone ever be able to receive honest feedback? The goal here should be to make something as good as possible, not to ignore any faults and just praise everything carte blanche.
Well I'm welcoming him nowHe was here already when PE kickstarter started.
Edair is an ordinary guy, but Edair is not indicative of all characters. He isn't designed the way he is because I think "that's cool", but because it fits his character. He is an unassuming man who tries to keep a low profile. Other wilder/more exotic/unusual characters will be available (and you can make them on your own).
We started modeling Edair first in part because he is a very straightforward character. The problems we are trying to solve in modeling are not related to how cool the character can look, but to how we have to build and export characters in Maya, then into Unity. For such purposes, often the more straightforward characters are better because they're "neutral". Chain mail and leather not make you hop out of bed and scream OWOOOOOGA! but they're things we're pretty likely to have to create and they pose actual challenges for us when it comes to building and rendering it.
Someone compared the painted portrait of Sagani to the line art of Sagani. You can certainly compare them, but they're made for different purposes. Line art drawings like the ones Polina has done will probably never appear in the game. They're made as reference. Any coloring done after the fact is mostly just to give a sense of volume to the character and his/her gear. The painting of Sagani is a great portrait and we'd like all of our portraits to be that good and in a similar style -- but no one is going to build Sagani from the painting of her. She's in a cool pose with a determined expression, but you're mostly looking at her back and side.
I understand that people want to see more art, better art, and more unusual art. We will make it. It has always been our intention to do so, but a lot of the problems we're trying to solve right now are logistical, not quality-related, and while paintings like the one of Sagani or even the wallpaper of the whole party are exciting and beautiful, they don't necessarily help us build the game right now.
Thanks for all of your feedback.
The purpose of using Kickstarter is to create something that is not restricted by publisher financing. People still have to like the premise of the pitch to back it or it won't get made.
While I do think it would be neat to run a Kickstarter for "MY GAME MY WAY", where I tell you no details and people just have to fund it based on their love of art, that's not what Project Eternity is. It's also not accurate to say this is my dream game. Don't get me wrong -- I really loved working on the IE games and I've played and DMed a ton of campaigns in the Forgotten Realms -- but my dream games are things that would appeal to a much smaller audience than Project Eternity. Project Eternity was pitched as a game made in the spirit of the Infinity Engine games and that is still what we intend to do.
Sawyer pretty much stated that a non-human main character or protagonist group wouldn't be done because it wouldn't sell.
Edair is an ordinary guy, but Edair is not indicative of all characters. He isn't designed the way he is because I think "that's cool", but because it fits his character. He is an unassuming man who tries to keep a low profile. Other wilder/more exotic/unusual characters will be available (and you can make them on your own).
We started modeling Edair first in part because he is a very straightforward character. The problems we are trying to solve in modeling are not related to how cool the character can look, but to how we have to build and export characters in Maya, then into Unity. For such purposes, often the more straightforward characters are better because they're "neutral". Chain mail and leather not make you hop out of bed and scream OWOOOOOGA! but they're things we're pretty likely to have to create and they pose actual challenges for us when it comes to building and rendering it.
Someone compared the painted portrait of Sagani to the line art of Sagani. You can certainly compare them, but they're made for different purposes. Line art drawings like the ones Polina has done will probably never appear in the game. They're made as reference. Any coloring done after the fact is mostly just to give a sense of volume to the character and his/her gear. The painting of Sagani is a great portrait and we'd like all of our portraits to be that good and in a similar style -- but no one is going to build Sagani from the painting of her. She's in a cool pose with a determined expression, but you're mostly looking at her back and side.
I understand that people want to see more art, better art, and more unusual art. We will make it. It has always been our intention to do so, but a lot of the problems we're trying to solve right now are logistical, not quality-related, and while paintings like the one of Sagani or even the wallpaper of the whole party are exciting and beautiful, they don't necessarily help us build the game right now.
Thanks for all of your feedback.
I don't think he realizes what the word "Kickstart" actually means. It's supposed to mean that funding PE means Obsidian WON'T HAVE TO approach the community for money again.
Haha, wow. Wouldn't sell?
I don't disagree. We've done more and less posed versions of the characters to explore different aspects of the characters and talk about animation on different characters/races.I definitely get the idea of modeling artwork, but I think that - even though they're less posed - the new pictures might be a little too posed and thus sending the wrong message.
The part you quoted doesn't even make sense. What is "non-human main character or protagonist group"?
jellyfish for main character. You can only communicate with other people by ripples on your skin.
The purpose of using Kickstarter is to create something that is not restricted by publisher financing. People still have to like the premise of the pitch to back it or it won't get made.
While I do think it would be neat to run a Kickstarter for "MY GAME MY WAY", where I tell you no details and people just have to fund it based on their love of art, that's not what Project Eternity is. It's also not accurate to say this is my dream game. Don't get me wrong -- I really loved working on the IE games and I've played and DMed a ton of campaigns in the Forgotten Realms -- but my dream games are things that would appeal to a much smaller audience than Project Eternity. Project Eternity was pitched as a game made in the spirit of the Infinity Engine games and that is still what we intend to do.
Kickstarter started games still have to sell.
Lol, I guess you don't realize that they will still sell the game to other people besides Kickstarter funders?
I don't think he realizes what the word "Kickstart" actually means. It's supposed to mean that funding PE means Obsidian WON'T HAVE TO approach the community for money again.
Thanks for the clarification. It's of course your prerogative to use Kickstarter the way you want to - i.e. with the intention to sustain your company by making a project you cannot pitch to contemporary industry publishers. I just had the notion that this project was your actual 'dream game' (well, maybe the company's)
Again, I have a different understanding of the Kickstarter phenomenon - a project is pitched and funded for the sake of the project itself, not as a mean to continue or sustain the company after the project is finished and delivered to the backers and eventual buyers. Anything extra made off the backed project is a bonus and hopefully able to sustain the company in its future endeavours, but it isn't the primary aspect of the Kickstarter.
I thought this was everybody's understanding of the Kickstarter phenomenon. I'm backing the project and the company in creating the product, not future endeavours nor (in my personal opinion) if the product is creatively harmed by financial considerations to "sell more".
Thanks for providing some insight into how the sausages get made.
PT wasn't fucking amazing because it had weird world but because MCA story. Sure world in that game is interesting like sensates but overall it's dialogs and story did wow factor rather than world itself.
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Edair is an ordinary guy, but Edair is not indicative of all characters. He isn't designed the way he is because I think "that's cool", but because it fits his character. He is an unassuming man who tries to keep a low profile. Other wilder/more exotic/unusual characters will be available (and you can make them on your own).
We started modeling Edair first in part because he is a very straightforward character. The problems we are trying to solve in modeling are not related to how cool the character can look, but to how we have to build and export characters in Maya, then into Unity. For such purposes, often the more straightforward characters are better because they're "neutral". Chain mail and leather not make you hop out of bed and scream OWOOOOOGA! but they're things we're pretty likely to have to create and they pose actual challenges for us when it comes to building and rendering it.
Someone compared the painted portrait of Sagani to the line art of Sagani. You can certainly compare them, but they're made for different purposes. Line art drawings like the ones Polina has done will probably never appear in the game. They're made as reference. Any coloring done after the fact is mostly just to give a sense of volume to the character and his/her gear. The painting of Sagani is a great portrait and we'd like all of our portraits to be that good and in a similar style -- but no one is going to build Sagani from the painting of her. She's in a cool pose with a determined expression, but you're mostly looking at her back and side.
I understand that people want to see more art, better art, and more unusual art. We will make it. It has always been our intention to do so, but a lot of the problems we're trying to solve right now are logistical, not quality-related, and while paintings like the one of Sagani or even the wallpaper of the whole party are exciting and beautiful, they don't necessarily help us build the game right now.
Thanks for all of your feedback.
Maybe next time you should think a bit more about wishing that somebody loses their job over some picture you didn't like in the internetsThanks for the direct response to our concerns ---- very reasonable approach and I appreciate your dealing with our b!tching ---- we really all just want this project and your company as a whole to succeed and flourish.
It's great to know that the ears of the devs are open to our feedback and concerns ---- looking forward to the future updates and will try not to get all URRRRR!!!! next time
Maybe next time you should think a bit more about wishing that somebody loses their job over some picture you didn't like in the internets
Thanks for all of your feedback.
The purpose of using Kickstarter is to create something that is not restricted by publisher financing. People still have to like the premise of the pitch to back it or it won't get made.
While I do think it would be neat to run a Kickstarter for "MY GAME MY WAY", where I tell you no details and people just have to fund it based on their love of art, that's not what Project Eternity is. It's also not accurate to say this is my dream game. Don't get me wrong -- I really loved working on the IE games and I've played and DMed a ton of campaigns in the Forgotten Realms -- but my dream games are things that would appeal to a much smaller audience than Project Eternity. Project Eternity was pitched as a game made in the spirit of the Infinity Engine games and that is still what we intend to do.
Cool, good attitude.You have a good point --- I was thinking about it a little offline while driving home and felt bad that I'd gone that far --- was unjustified and hasty. Will avoid that in the future.
Edair is an ordinary guy, but Edair is not indicative of all characters. He isn't designed the way he is because I think "that's cool", but because it fits his character. He is an unassuming man who tries to keep a low profile. Other wilder/more exotic/unusual characters will be available (and you can make them on your own).
2. As a follow up question, when it comes to recognizable and familiar vs strange and bizarre, how far is too far? Do you find that the players in general are more comfortable with the familiar? How willing are they to take their time to figure out something truly different?
People in general are more comfortable with the familiar, but players vary a great deal. Some players react extremely negatively if any aspect of the setting or mechanics in the game is unusual or unorthodox. Some players are of the opinion that if something's been done before, they're not interested in seeing it done again. There are also single-issue gamers. I've seen gamers who aren't interested in an RPG unless there are dwarves in it and I've seen gamers who write off an RPG if there are firearms in it. Above all else, many RPG fans are passionate, so if you push their buttons, there's a good chance the response will be strong.
I also think that gamers often trip over the same logical and emotional hurdles that anyone does. If they've used something before and liked the experience, it can be hard for them to see the flaws in that experience. Similarly, if they don't like the ideas they formulate about how something is going to work, they can have difficulty revising their views even after it's been explained to work contrary to their assumptions.
9. Which speech/conversation skills and ability are planned or being discussed and why? Are there any spells that can grant you new dialogue-related abilities like PST's speak with the dead ability?
We haven't discussed conversation skills as much as reputation mechanics. To me, conversation is one of the primary means players have of defining the type of person they are playing in the world. Instead of a heavy emphasis on conversation skills, I would rather allow players to behave in a variety of ways and develop robust reputation systems to react to those choices throughout the game. I think it's more interesting to allow a person to select diplomatic responses and develop a reputation for being a diplomat than to level up a Diplomacy skill and pick the Diplomacy option when it's unlocked for you.
I think some of the best role-playing experiences come from expressing your character's personality in the way that you want and seeing how the world reacts to it. I believe that we can make a conversation system that allows people to do this with dialogues and characters in a natural way.
Wow, loved everything about that interview, specially the prospect of Bloodlines-like experience system (triggered by completing objectives, rather than doing random stuff). I love that, please do thatInterview with Sawyer at Iron Tower. It's a good one with questions on worldbuilding and system design: http://www.irontowerstudio.com/forum/index.php/topic,3114.0.html
I'll quote a couple of interesting answers:
I was kinda debating myself on the whole separate skill points for combat and non-combat skills thing but I guess it makes sense, so I'm convinced, as long as you can't max out everything like in Skyrim or whatever...
Yeah, I was thinking just that, thinking about NWN2, classes are by definition combat oriented and it was kinda weird putting points into diplomacy and whatnot. I guess that's why I'm not such a big fan of class-based systems.It makes sense also because it's a class-based levelling system (which I'm not particularly fond of). Because without separate skill point pools, a Fighter class character can gain levels and not have any fighting proficiency, which would be stupid.
Well, combat being a core aspect of the game means class-based system is a necessity, so it's all intertwined, really.
Concept art shown to the public is not some new and novel thing. The issue here is that the concept art in question is bad and very generic.
Thanks for the response. Glad you guys (or you at least) are making it over here to see the feedback, and not afraid that some of it is negative, at this point.
Yeah, I was thinking just that, thinking about NWN2, classes are by definition combat oriented and it was kinda weird putting points into diplomacy and whatnot. I guess that's why I'm not such a big fan of class-based systems.
I'll take Fallout's character system any day
True, true.That is probably the achilles' heel of party-based RPGs - combat as an essential is necessary. Technically you can design a party-based RPG where you can avoid combat completely, like Fallout, but how appealing would that be? It's one thing experimenting with lethal and non-lethal builds in Fallout, but who would want to build a party of six travelling the world employing utility skills?
I'm not sure I would count a minimal degree of mandatory combat as an Achille's heel. It's nice to have non-combat options, but a good combat system can be simply a ton of fun.That is probably the achilles' heel of party-based RPGs - combat as an essential is necessary.
I'm not sure I would count a minimal degree of mandatory combat as an Achille's heel. It's nice to have non-combat options, but a good combat system can be simply a ton of fun.
Also, class based progression in my opinion is the optimal choice for party based games.
It's very important that if you manage a bunch of different characters everyone on your party has a very distinctive specialization and set of abilities.
Is that possible even with a skill based system? On paper, sure; but in practical terms it's way more vulnerable to the "optimal build syndrome" which can quickly turn all (or most of) your characters in clones.
The character art looks pretty bad but environment art looks good. It's good that people are criticizing the art while there's still time to change it.
I'd like to see Obsidian create an adventure game with art like this after Project Eternity is done.
http://i.imgur.com/mCuql.jpg[IMG]
[IMG]http://i.imgur.com/2x9xc.jpg[IMG][/QUOTE]
Well, that should surely placate the complaints of generic and bland art style.
With the coloring, it looks like something from Ralph Bakshi. Not intended as an insult... just observation.I did a bit of recolouring on that barbarian concept:
And a lot of those themes saw light by way of Gerald Brom. His work was highly stylized and strong. Almost severe. He also did Dark Sun.The Planescape setting was a huge contributor to how good that story was. In fact it sets up many of its major themes.
That is probably the achilles' heel of party-based RPGs - combat as an essential is necessary. Technically you can design a party-based RPG where you can avoid combat completely, like Fallout, but how appealing would that be? It's one thing experimenting with lethal and non-lethal builds in Fallout, but who would want to build a party of six travelling the world employing utility skills?
It was almost all optional anyway.Planescape: Torment would probably have been better without combat.
I'm half-serious.
I just set combat difficulty to easy and enjoy the writing. Same with Arcanum.Planescape: Torment would probably have been better without combat.
I'm half-serious.