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

water_wendi

Water is not wet!
It's interesting for me that following these updates is making me think about the design process of an rpg in much more detail. I've never though about how organizing classes and skill can change the lore and world, and how much story actually has taken a downturn in latest years.
Yeah, world and system design can be a total bitch. Still easier than branching dialogue lol
 
Three mandatory fights, and the necessary combat is critical to the story - you're fighting those fights because you have to. And only
one has to die by your hands
.

refresh my memory? i was thinking
ravel and trias
. what am i forgetting? can you actually get out of those battles and not others?
 

Trigger

Member
It's interesting for me that following these updates is making me think about the design process of an rpg in much more detail. I've never though about how organizing classes and skill can change the lore and world, and how much story actually has taken a downturn in latest years.

It has certainly been a good ride for me, hopefully we'll be able to follow this game closely right up until it launches (and maybe beyond, I would sure like to know more about the design of an expansion pack).

I appreciate how open the process has been too. I like that this thread (and the conversation in general) has been about the game, and also about RPG design philosophy. Lots of food for thought.
 

Shrennin

Didn't get the memo regarding the 14th Amendment
I'm an official backer of Project Eternity. Only pledged $25 but it says something about Obsidian when their project made me sign up to Kickstarter in the first place. I may pledge more later, but right now $25 is sufficient (plus I get the option to have it on GOG which I don't think is available to non-backers, if I'm not mistaken).
 

Almighty

Member
Unless you have multiple stat point pools how do you not have to choose between magic missile and herbalism? (Assuming magic missile and herbalism belong to separate categories)

Unless I missed some info having a learn by doing system is also possible if somewhat unlikely. Something similar to say the Elder Scrolls or Darklands. With that type of system on can level up stats with out having to pick between magic missile and herbalism. You could be leveling up both.
 

Lancehead

Member
I'm an official backer of Project Eternity. Only pledged $25 but it says something about Obsidian when their project made me sign up to Kickstarter in the first place. I may pledge more later, but right now $25 is sufficient (plus I get the option to have it on GOG which I don't think is available to non-backers, if I'm not mistaken).

I'm sure the game will be released on GOG for everyone, just like on Steam. I imagine the release price would be around $30.

Unless I missed some info having a learn by doing system is also possible if somewhat unlikely. Something similar to say the Elder Scrolls or Darklands. With that type of system on can level up stats with out having to pick between magic missile and herbalism. You could be leveling up both.

Doubt it; Tim specifically said "spending" points. In any case, I don't like that system; it creates a feedback loop.
 

Zeliard

Member
refresh my memory? i was thinking
ravel and trias
. what am i forgetting? can you actually get out of those battles and not others?

You can't avoid those battles but in the first case you're not the one who lands the killing blow, and in the other case you can leave the character completely alive.

The third mandatory fight is
either Ignus or Vhailor in the Fortress of Regrets, depending on your alignment.
 

Grayman

Member
For the split between combat and non combat skills the gains and advancement in each may be separated as well as the cost. Speaking through a quest is not necessarily going to give spendable combat points. That avoids the whole killing rats to level fireball and herbology at once.

All systems have pros and cons and the one in that one is that the character may end up pigeon holed into combat because they did not gain enough non-combat xp early in the game and cannot pass skill checks where they are.
 

Shrennin

Didn't get the memo regarding the 14th Amendment
I'm sure the game will be released on GOG for everyone, just like on Steam. I imagine the release price would be around $30.

Oh, okay. When I read the news for it, it seemed worded in a way where the DRM free option would be exclusive to backers. I most likely read that wrong because that didn't seem right even when I read it. I'm still glad I backed the game though - now I just play the waiting game until April of 2014.
 
Oh my.

I wonder how did I end up raising my pledge from $50, to $120, and then to $160 (international shipping included). There must be a strange pull from the project that is making me raise my pledge twice.
 

Zeliard

Member
Sawyer had this to say re: combat and non-combat skills being divorced from each other -

ibbnFuUATk1C3w.png


It's essentially a variation on respecing. Instead of allowing an arbitrary respec option at some point in the game, they're going to lessen the possibility of screwing up a build in the first place.

Not necessarily my favorite idea ever (I think cRPG customization should be open-ended enough to allow for the possibility of an 'inferior', stunted build), but it remains to be seen how it'll work as we get more details.

It also depends how the XP system will work exactly. We know that combat and non-combat skills will use different currencies; if using a skill in a specific category propagates skill gains there in particular, then it could be limit jack-of-all-trades scenarios (i.e. actively using non-combat skills and solving conflicts without fighting nets you much more non-combat XP than combat, and vice versa).
 

Lancehead

Member

An expected answer.

It's actually easier to avoid those dead ends in a party based game than in a single character game. Because you can assign different roles to party members. It seems the issue with Eternity is that it's combat focussed and unless you have all your party members with at least some combat skills, you may hit those dead ends. And/or it may be fool-proofing against levelling up all the party members as non-combat builds.

So 4 hours or so until they update with the Monday special announcement right?

Hopefully they get paypal in with this update.
 

dude

dude
I'm wondering if you can use companions to handle dialogue where applicable. Like Storm of Zehir.

If I understand what you're referring to (didn't play SoZ), than Arcanum did it as well, and it was something that very missed in old IE games. So I hope so!
 

Durante

Member
As someone who voiced the same concern earlier in the thread, I like this answer. Not because I necessarily agree, but because he doesn't try to sugarcoat it or construct some argument as to why having less options actually offers more options. That's just so refreshing -- just imagine what a publisher's PR department answer to the same query might have been. (Maybe something like "But you can change your armor!")
 

Lancehead

Member
If I understand what you're referring to (didn't play SoZ), than Arcanum did it as well, and it was something that very missed in old IE games. So I hope so!

I meant using companions' speech skills during dialogue. I don't believe Arcanum did that, unless my memory's failed me.

In SoZ you can have one party member specialise in diplomacy, another in intimidate, another in bluff. So you can use any of these members during dialogue and try to pass the check.

As someone who voiced the same concern earlier in the thread, I like this answer. Not because I necessarily agree, but because he doesn't try to sugarcoat it or construct some argument as to why having less options actually offers more options. That's just so refreshing -- just imagine what a publisher's PR department answer to the same query might have been. (Maybe something like "But you can change your armor!")

The publisher PR would probably simply say "we're listening to feedback".
 

dude

dude
I meant using companions' speech skills during dialogue. I don't believe Arcanum did that, unless my memory's failed me.

In SoZ you can have one party member specialise in diplomacy, another in intimidate, another in bluff. So you can use any of these members during dialogue and try to pass the check

Hmm.. What Arcanum did, and I remember that I liked it very much, was that you could let companions take over some dialogues (like in the beginning with Vergil.) It was nice because they could use knowledge you did not possess. What you're saying would be nice, if it's pretty much the same way - You don't just choose the dialogue option and use your companion's skill check - But they actually do the talking! This was very much missed in IE games...
 
If I understand what you're referring to (didn't play SoZ), than Arcanum did it as well, and it was something that very missed in old IE games. So I hope so!

I think Arcanum only has a few instances where your companions chime in. In Storm of Zehir you build your own party from the ground up and you can switch between members during the conversation to have access to their dialogue skills, additional options, etc. You could also switch the leader on the world map and utilize their skills to unlock new locations, find secrets, avoid random encounters, etc.

I thought it was a fun D&D adventure, but it suffered from its relatively low budget and the fact that dialogue and story were pretty obviously not prioritized at all.

I'm not honestly sure how it would work in an IE-style game where you only make one character and have companions, though.
 

Lancehead

Member
I'm not honestly sure how it would work in an IE-style game where you only make one character and have companions, though.

Yeah, it'd be difficult to do exactly same as in SoZ. Unless you give companions equal chance of skill application it doesn't make sense to include those skills for them.
 

Zeliard

Member
As someone who voiced the same concern earlier in the thread, I like this answer. Not because I necessarily agree, but because he doesn't try to sugarcoat it or construct some argument as to why having less options actually offers more options. That's just so refreshing -- just imagine what a publisher's PR department answer to the same query might have been. (Maybe something like "But you can change your armor!")

Yeah, I agree.

Sawyer tends to give this stuff to you pretty straight.
 

Glaurungr

Member
New interview with Feargus Urquhart: Obsidian: Kickstarter the way to build a brand

Q: Are consoles or tablet versions on Project Eternity's stretch goal list?

Feargus Urquhart: No they're not. It's a game that goes back to the roots of the great RPG games of the past and the focus of those was keyboard and mouse. Not that console games aren't great; they're just different. There's a big difference between Baldur's Gate: Dark Alliance [for consoles] and Baldur's Gate II [for PC]. And we don't want to create some camel in the middle to try to straddle a line. It's do one thing or another, and we're going to try to do the PC and do that right.
 

Almighty

Member

Well that shut down any ideas of anything else besides a PC version. Which is good in my book. Focusing on one platform(I consider PC, Linux, and Mac more or less one platform) will help make that game great. I am hoping it will help show just how truly awful and lazy a lot of big name RPG ports and other ports to the PC are.

Oh anyone got an ETA on the next update? Isn't it supposed to be today?
 

Xater

Member
Crawling towards the 2 million mark. I think they should come up with new stretch goals soon-ish to keep people invested in the success of the Kickstarter. Not that it's going bad, but the more the better.
 

Durante

Member
I wonder what else they could even possibly offer as a stretch goal.
Yeah, that's a bit of an issue. Funding could stop right now and I'd still be more than happy with what we are getting. At this point I just want it to get more money to send a message.

But anyway, it's looking to stabilize above 30k per day, which is fantastic.
 
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