Gamasutra interview with Josh Sawyer: Project Eternity: What it really means to make the game you want to make
Uh, he's a wind wizard and his outfit is specifically designed around the idea that he has to endure his own spells?I dunno, christmas tree ornaments around the belt and a weathervane as a staff?
I already explained "how".how is it better?
Like the guy above said, all the art needs is some color, aside from that what makes the witcher 2 stuff better?
Are you afraid of striped cloths, for some reason?Don't forget stripes. Stripes can define a character.
Gamasutra interview with Josh Sawyer: Project Eternity: What it really means to make the game you want to make
"This has been bugging me a lot lately," he says. "In the past few years there's been a trend toward designing games with mechanics for people who don't like those mechanics, and it blows my mind... I look at a lot of mechanics, like 'hey, let's write dialog for people who don't like to read!' You were writing with the assumption that they do want to read some of it, right? If people don't want to read, why are we writing? And if people don't like combat, why do you have combat in it?"
Certainly it's possible that dialog that's too long or requires editing could be a problem for some players, and a balance always needs to be struck, and proper pacing always needs to be employed. A system like Mass Effect's, where players are rewarded with XP for reading lore, strikes Sawyer as a little odd: Players that enjoy lore will read it anyway, and players that don't like reading lore will quickly flip through as with any other chore just to get the points -- and still won't read it.
And while Obsidian may now reject the unified trend toward mainstreaming niche genres, Sawyer believes ultimately it was good for his colleagues and peers. "Especially in the RPG genre, we were so focused on the hardcore, and on ingrained tradition," he says. "We had insular, specific ways of doing things that had been done that way for so long. Once you said to developers, 'hey, how about you sell this game to someone who hasn't played D&D... it was a big wake-up call'."
"It made us do things we would not have normally been comfortable doing," he says of his experience learning to focus on a wider audience. "And now there can be RPGs [with a] lower barrier to entry, that are more for people who just want to go to a cool fantasy, or post-apocalyptic or sci-fi world and do things where the systems are forgiving."
"But it's nice that we can now say, okay, knowing all the stuff we know about mechanics that are really, on a fundamental level, shitty for everyone, and the only reason anyone tolerated them was because of convention? Now we don't have to do that," he adds.
Uh, maybe you didn't realize yet, but you are just looking at two of your future companions in Project Eternity, in these artworks.Maybe we should stop comparing art of important characters in the game with art that's represents a class. When Obsidian releases concept art of an important character, we can do all sorts of comparisons with Witcher.
Just play it on easy, that way you won't have to bother with its combat and can get to the stuff that matters, like story, quest design, etc.
Not sure if mods are going to be worth it, The Witcher 1's mods were.. subpar. I doubt the sequel will be any different.
Uh, maybe you didn't realize yet, but you are just looking at two of your future companions in Project Eternity, in these artworks.
I already explained "how".
He's *recognizable*, he's original and he's good looking. All qualities that "Edair" lacks. And no, it's not "because of the colors".
Are you afraid of striped cloths, for some reason?
ironic that u have a GOT avatar and want boob armor. You can tell who is who without giving warriors nonsense armor. As long as the character designs are good we won't need boob plates.Is "boob armor" really a big deal? I'd rather have characters appear as differnetly as possible and that's part of it. This game, and genre, is not about realism and never has been. I want the girls to look different from the guys, it's not a matter of sexuality, in a game what does it matter, it's about variety. I want characters to look different from each other. While I love Fallout, I don't like how every character looks the same based on armor, and I'd rather that not be the case here.
edit: and yeah, Witcher 2 designs aren't any better than what's been shown
Gamasutra interview with Josh Sawyer: Project Eternity: What it really means to make the game you want to make
ironic that u have a GOT avatar and want boob armor. You can tell who is who without giving warriors nonsense armor. As long as the character designs are good we won't need boob plates.
Your example looks like some generic on the side of the road merchant or something. Other than the turban and silly fanny bag chest hanging on his side, there's absolutely nothing special or overly recognizable in his design. And no, there aren't that much details to make a distinctive feel for him, certainly not much more than what that Obsidian artwork has.Yes, it is, by FAR.
Vernon Roche's appearance has a very recognizable outfit without being exceedingly over the top.
It also has its fair amount of details adding an even more distinctive feel.
Edair looks like "Anonymous NPC on the side of the street #2346" from any random adventure module for D&D.
Yes, there are. And that's exactly why he's one of the most loved characters by the audience: because everyone who played the game found his characterization, both in terms of personality and outfit, simply great for gaming standards.Your example looks like some generic on the side of the road merchant or something. Other than the turban and silly fanny bag chest hanging on his side, there's absolutely nothing special or overly recognizable in his design. And no, there aren't that much details to make a distinctive feel for him, certainly not much more than what that Obsidian artwork has.
Nothing like walking down the road wearing a treasure chest on your belt.
Nothing like walking down the road wearing a treasure chest on you belt.
"Fuck you, robbers! I am Vernon Roche, you know me by reputation...."
I'm basing this on the fact that he doesn't look anything special to me. I've seen similar character designs before. His artwork is as bland & generic as Obsidian's.Yes, there are. And that's exactly why he's one of the most loved characters by the audience: because everyone who played the game found his characterization, both in terms of personality and outfit, simply great for gaming standards.
http://www.youtube.com/watch?v=dCBGFiyq75w
Did you are least play the game at some point? Or are you just making the naysayer for the sake of it, without even having a full knowledge of what are we talking about?
The turban isn't something to dismiss like nothing, it's exactly a distinctive and relevant detail in his design. It codes his image. It gives him an exotic touch that makes him quite different from the typical soldier.
The "fanny" (?) belt chest, beside being based on accessories that actually existed, isn't even part of his outfit in the game, so it's a non-issue.
Beside that, you are apparently ignoring a shitload of other details, like the way clothes, ornaments and pieces of armors are composed together to create a very unique and distinctive look.
It's a challenge to anyone with a huge ass key.
If this isn't a distinctive character design for you, what makes a character stand out in your opinion? A goddamn clown outfit?I'm basing this on the fact that he doesn't look anything special to me.
Yeah, two belt (one for clothes, the other for the satchel) -> "equal to Nomura".Though, the amount of belts is almost equal to Nomura's.
Yeah, two belt (one for clothes, the other for the satchel) -> "equal to Nomura".
Jesus Christ, I can't believe it.
Well, I guess so.You got trolled, Tuco!
My current feeling on this game, which is dampening my enthusiasm, is that it seems to be too much about capturing the glory of the past and not pushing the RPG forward (as I felt Alpha Protocol did, for one). It is not what I would want from an Obsidian "unchained". However I realize the realities of a kick-starter project (and this is why I generally do not want kick-start for anything I truly want).
It's a challenge to anyone with a huge ass key.
Nothing like walking down the road wearing a treasure chest on your belt.
"Fuck you, robbers! I am Vernon Roche, you know me by reputation...."
Fuck yeah! Her left leg, right arm and belly should be unarmored for no reason at all. Also she needs to have a hairstyle that wouldn't have been out of place in Paris Fashion Week and enrgy goo slowly seeping out of her eyes.
And shoulder armor. More shoulder armor.
He keeps in it all the fucks he gives.
If anything, from strictly looking at the concept art, Roche is more bland of a design. When discussing the concept art of the new game, you can't bring up the in-game character of one side and claim that it is well designed without doing anything of the kind for the other part. Look at the little pouch on the Project Eternity concept. What could it hold? Perhaps something tightly connected to the character? And he carries a whip in his shield-arm hand. Kind of unique. To the eyes of someone not having played The Witcher 2 (ie. mine), I simply see a dude in a turban, with chains around his shoulders and a chest. Where are the great details that I'm not seeing? You must answer this question without referring to the in-game character.Yes, there are. And that's exactly why he's one of the most loved characters by the audience: because everyone who played the game found his characterization, both in terms of personality and outfit, simply great for gaming standards.
Did you are least play the game at some point? Or are you just making the naysayer for the sake of it, without even having a full knowledge of what are we talking about?
The turban isn't something to dismiss like nothing, it's exactly a distinctive and relevant detail in his design. It codes his image. It gives him an exotic touch that makes him quite different from the typical soldier.
The "fanny" (?) belt chest, beside being based on accessories that actually existed, isn't even part of his outfit in the game, so it's a non-issue.
Beside that, you are apparently ignoring a shitload of other details, like the way clothes, ornaments and pieces of armors are composed together to create a very unique and distinctive look.
So it's empty? Seems like a waste.
So it's empty? Seems like a waste.
Though off course there's value in discussing this concept art, we need to take into account that it will have an isometric perspective with the camera really far from the characters. Comparing The Witcher 2 level of detail and characterization with PE has little value as it would be a waste of resources to have such level of detail to be lost in the game itself. The breast armor concept is silly, no one can argue, but in an isometric game giving that kind of distinctive feature would be nice to distinguish its character. Yes, they could and I'm sure they will give other characteristics to her design to achieve that, but that was how I understood that design.
*Robbers attacks Vernon*
*He fucks them up*
*When they lie dying in the dirt, he opens the treasure chest. Its empty*
"You died for this"
As someone who hasn't played Witcher 2 (and is thus less likely to be biased towards it) I personally can't say that the witcher 2 character art is any better than the Project Eternity stuff.
Having gone through the Witcher 2 art book a few times, I completely disagree. CDPR has some great artists.
Having gone through the Witcher 2 art book a few times, I completely disagree. CDPR has some great artists.
That one Formspring post by Sawyer seemed to insinuate that they're going to largely go for generic, conventional fantasy at least as far as the aesthetics are concerned in order to garner broader appeal, so we ultimately shouldn't be too surprised about the concepts released so far.
Wonderful. I have been waiting for this for almost a decade. When something starts to reach a large target audience, that means that you can start specializing on a particular subset of that target audience and still be successful.but also an endorsement of the idea that making games as broadly-appealing as possible isn't necessarily the ideal strategy anymore.
That one Formspring post by Sawyer seemed to insinuate that they're going to largely go for generic, conventional fantasy at least as far as the aesthetics are concerned in order to garner broader appeal, so we ultimately shouldn't be too surprised about the concepts released so far.
What do you see ? A thinker ? I was quite amazed when you finally speak to him.