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

The Technomancer

card-carrying scientician
The current plan is to make The Endless Paths with three subterranean levels, but it can grow larger with your help. For every 2,500 additional backers, the depths of Od Nua’s castle become deeper, which means one additional level will be added to the vaults. Continue to spread the word about Project Eternity, and let's see how big we can make The Endless Paths!
Oh man oh man, what if they hit another 50,000 backers, ahahaha

Also Crafting and Enchanting is more like what I expect to see from a stretch goal: something that clearly is going to take them additional time (and by extension money) to develop.
 

EndcatOmega

Unconfirmed Member
Oh man oh man, what if they hit another 50,000 backers, ahahaha
"I'm on floor 15, it's gotta end soon, surely?"
Also Crafting and Enchanting is more like what I expect to see from a stretch goal: something that clearly is going to take them additional time (and by extension money) to develop.
Honestly, I expected that to be in the base game; a bit bait and switch, but it's not like they promised it, or that Eternity's not going to hit 2.4.
 

Gattsu25

Banned
Crafting is actually a feature that I hate in most games.

I can't really place my finger on why but the only games that I felt had good crafting implementations are the Witcher 2 (no complaints at all as it was useful, well explained, rewarded you, and did not punish you by having to grind materials in most cases... and the few cases were it did were unnecessary because the 3rd/2nd best tier of gear were so fucking godlike that you didn't have to go for the top tier anyway) and to a much lesser extent, WoW (minus the grind for the items, just talking about the actual process of crafting once you have the materials)
 

SerRodrik

Member
Love me some crafting, it was inexplicably one of my favorite parts of New Vegas, and I really liked it in Arcanum too. If they can do it right, I think it could add a lot to the game.
 

dude

dude
Crafting is actually a feature that I hate in most games.

I can't really place my finger on why but the only games that I felt had good crafting implementations are the Witcher 2 (no complaints at all as it was useful, well explained, rewarded you, and did not punish you by having to grind materials in most cases... and the few cases were it did were unnecessary because the 3rd/2nd best tier of gear were so fucking godlike that you didn't have to go for the top tier anyway) and to a much lesser extent, WoW (minus the grind for the items, just talking about the actual process of crafting once you have the materials)

I hear you - if there are two systems I almost always hate in any game, it's item crafting and item mining (which, incidentally, is why I hate Minecraft :p) I just find the idea of mining stuff and then following recipes unbearably dull. Goes all the way back to Diablo 2, even as a 12 years old I found the Horadric Cube dreadful.

I, for one, wish for more companions!
 

Adnor

Banned
So close for the 2,2m!
Also, Wasteland 2 had 61,290 backers on Kickstarter, so we can expect something like that for this.
 

DiscoJer

Member
I was really hoping they wouldn't have crafting.

A lot of times games get balanced with the assumption you will have use the crafting system to max out your gear
 

mclem

Member
Amusingly, I note that they could technically entirely fulfil their megadungeon requirements no matter the quantity of backers simply by adding more staircases. "Oh, 2500 more backers, time to split this level in two!"

More seriously: It does strike me that if this dungeon is structured in a fairly open-ended way which allows Obsidian to add floors to it freely, it crosses my mind that it'd follow that it's something that could perhaps be expanded *post-release*, too. Throwing an extra floor in for an anniversary or for hitting a certain number of sales would be nice!
 

~Kinggi~

Banned
Amusingly, I note that they could technically entirely fulfil their megadungeon requirements no matter the quantity of backers simply by adding more staircases. "Oh, 2500 more backers, time to split this level in two!"

More seriously: It does strike me that if this dungeon is structured in a fairly open-ended way which allows Obsidian to add floors to it freely, it crosses my mind that it'd follow that it's something that could perhaps be expanded *post-release*, too. Throwing an extra floor in for an anniversary or for hitting a certain number of sales would be nice!

Kickstarter is basically nothing but the word of the devs. You just have to trust they are actually adding stuff rather than re-labeling existing stuff.
 

DTKT

Member
Amusingly, I note that they could technically entirely fulfil their megadungeon requirements no matter the quantity of backers simply by adding more staircases. "Oh, 2500 more backers, time to split this level in two!"

More seriously: It does strike me that if this dungeon is structured in a fairly open-ended way which allows Obsidian to add floors to it freely, it crosses my mind that it'd follow that it's something that could perhaps be expanded *post-release*, too. Throwing an extra floor in for an anniversary or for hitting a certain number of sales would be nice!

Could make some create seasonal content : "Hallowen" floor, christmas and all that fun stuff.
 

Taruranto

Member
Not a fan of crafting (or alchemy, or similar systems) either. I usually skip it altogether unless it's something really simple.
 

zkylon

zkylewd
Anyone knows if, say, the 65$ pledge includes all the digital-only stuff from the 50$ tier? I really want the boxed version but digital goodies are great...
 

peakish

Member
Dungeon, yessssss.

I mostly like crafting in games as long as it doesn't encourage picking up every little thing you can find and encumbers you - what I played of The Witcher did it well with an unlimited and separate alchemy pocket and I'm a huge fan of Monster Hunter which let's you offload after every excursion.
 

szaromir

Banned
The stretch goals in this kickstarter campaign are so dull. I just can't imagine why I should care about 2 additional characters or crafting, especially without having any idea about the original scope of the game. Planetary Annihilation had probably the best KS campaign to date, with subsequent updates promising stuff like naval combat, moons, gas giants, galactic warfare etc. - stuff that really makes your imagination working and that you feel could make a difference in the final game.
 

peakish

Member
Crafting, eh? Take cues from Arcanum, is what I'd say. Keep it simple to read and digest, and make it useful.
Recipes were good, perhaps a bit too many specialisations to spend points in, but that wasn't a big deal. Hunting and hauling around tons of junk was.
 

Gravijah

Member
The stretch goals in this kickstarter campaign are so dull. I just can't imagine why I should care about 2 additional characters or crafting, especially without having any idea about the original scope of the game. Planetary Annihilation had probably the best KS campaign to date, with subsequent updates promising stuff like naval combat, moons, gas giants, galactic warfare etc. - stuff that really makes your imagination working and that you feel could make a difference in the final game.

one mans crafting is another mans gas giant.
 

Lancehead

Member
The stretch goals in this kickstarter campaign are so dull. I just can't imagine why I should care about 2 additional characters or crafting, especially without having any idea about the original scope of the game. Planetary Annihilation had probably the best KS campaign to date, with subsequent updates promising stuff like naval combat, moons, gas giants, galactic warfare etc. - stuff that really makes your imagination working and that you feel could make a difference in the final game.

Naval combat, moons, gas giants, galactic warfare etc.
Characters, factions, regions, endless dungeon, difficulty modes etc.

I don't see much difference. What am I missing?
 

szaromir

Banned
Naval combat, moons, gas giants, galactic warfare etc.
Characters, factions, regions, endless dungeon, difficulty modes etc.

I don't see much difference. What am I missing?

I think the difference is PA explained the original scope of the game much better and you really felt those changes were (potentially) expanding the game in a significant way, something I don't feel whenever Obsidian announces new stretch goals.
 

Lancehead

Member
I think the difference is PA explained the original scope of the game much better and you really felt those changes were (potentially) expanding the game in a significant way, something I don't feel whenever Obsidian announces new stretch goals.

I haven't followed PA kickstarter, but I can see why someone may think this way about Eternity. I find the Souls concept very interesting, however, both in terms of roleplaying and gameplay implications.
 

Ledsen

Member
Yeah crafting generally sucks.

Either you don't farm any materials, won't be able to craft almost anything and just get annoyed and frustrated that you're missing out on all that sweet stuff

OR

you spend hours farming materials instead of actually progressing in the game



None of those two sound appealing to me.
 

Lusankya

Member
Yeah crafting generally sucks.

Either you don't farm any materials, won't be able to craft almost anything and just get annoyed and frustrated that you're missing out on all that sweet stuff

OR

you spend hours farming materials instead of actually progressing in the game



None of those two sound appealing to me.

There is always something between "not farming" and "farming for hours".
Usually you automatically "farm" stuff by just playing the game and unless you want to craft stuff for an army you don't have to grind for hours.
 

Ledsen

Member
There is always something between "not farming" and "farming for hours".
Usually you automatically "farm" stuff by just playing the game and unless you want to craft stuff for an army you don't have to grind for hours.

Well that's the ideal situation, sadly I haven't found that to be the case in many RPGs (though I don't play loot games so it could be different in those). For example, in Fallout 3+NV I always found myself lacking most of the necessary materials to craft anything worthwhile.
 

Trigger

Member
I've never been a fan of crafting. It's always so tedious. In New Vegas I always went through consumables so quickly that it felt a little impractical at times.
 

dude

dude
I loved crafting in Baldur's Gate 2. Eventually crafting and wielding Crom Faeyr with my barbarian was an amazing experience.

Oh, in BG2 it was alright, but it wasn't really crafting. At least not how it's usually implemented. There were very few and rather specific items you could craft and the components weren't really common or stacking, so you never really had to (or even could) farm them.
If it's something like that, I'm down.
 
Update #14: The Music of Project Eternity

We hit our stretch goal of $2.2 million which adds a new faction, a new companion, and French, German, and Spanish translations!

We’ve gotten many requests for more details about the game's music, so in this update we'll discuss our current plans for that. There's also a surprise buried deep within the update for all you music lovers out there, so read on to find out what it is!

Music with Soul

Souls, the supernatural, a fantasy setting, mature themes... These are just a few of the big ideas behind Project Eternity's story and world. As with any great CRPG story, music plays an important role in communicating those ideas. This was true for the Infinity Engine games as well. Looking back they all had one thing in common with regards to music: all are known for having strong and memorable soundtracks that drew you in as a listener and set fire to your imagination. That's exactly what we're aiming for with the music for Project Eternity.

So what will the music sound like? Great question! Describing music with words alone can be a tricky thing to do because so much of that is subjective and wide open for interpretation. Even still it's important to have some sort of plan in place before writing a single note. You need an idea that will guide you towards creating an effective score. To help paint that picture more clearly, here are three words that we believe best describe what the score will ultimately sound like:

Mystical

Ancient

Emotive

Now you might be wondering, out of all the possible descriptive words, why these three? The answer to that goes right back to those big ideas mentioned above.

We chose mystical because of the importance of souls and the supernatural in Project Eternity's world. Ancient because we want the music to be grounded and appropriate to the setting. Emotive because the role of music in any game is first and foremost to provide dramatic and emotional context for the player. At the end of the day, that's what we want out of Project Eternity's score. We want you to be swept away by the music and the imagery it evokes. By keeping these three descriptive pillars in mind while developing the score, we’ll be able to support and enhance the narrative goals of our game.

Of course these three words are not all the music will ultimately be. It'll also be adventurous, ethereal, and wondrous when appropriate. Ominous, dark, and mysterious when called for. Scary and horrifying at just the right moments. And yes, driving, bold, and colossal when absolutely necessary.

Along with defining what we do want the score to sound like, there are also some things we know we don't want it to sound like. It won't be overly heavy or oppressive, nor will it be bombastic and grandiose from beginning to end. We want the score to be as dynamic and nuanced as the story it serves, and the last thing we want to do is weigh that story down with leaden music.

As you can see Project Eternity's music will be many things when all is said and done. But perhaps most importantly, its music will have a unique and original voice that we hope will leave a lasting impression, the same way the music of those awesome Infinity Engine games did in the past.

The Road to Eternity

Making the Project Eternity campaign video was the result of an inspiring collaborative effort here at Obsidian. Adam Brennecke, Dimitri Berman, and I worked on it day and night for nearly a month; doing what we could to make the strongest first impression possible. To help accomplish that, I knew I wanted the music to make a powerful statement right out of the gate. I wanted it to grab your attention and keep you mesmerized until the final seconds of the video.

Suffice it to say that when I wrote this music, I never could have imagined the overwhelmingly positive reception it has since received. The support you all have shown Project Eternity and Obsidian has been a stunning, and deeply humbling experience.

Music in the Clouds

And now for the surprise. Since we launched our campaign we've gotten many requests to make the trailer music publicly available. As a huge "thank you" to all of our amazing fans and supporters, we're happy to announce today that the music from the trailer is now available on Sound Cloud for your downloading and listening pleasure. Prelude and Dirge are directly from the video, and Road is an outtake that is partly used in the video. We hope you enjoy it…

http://soundcloud.com/obsidian-entertainment/sets/project-eternity/

Look for an update about class design from Josh Sawyer tomorrow, and we are about 1,800 backers away from adding another level to The Endless Paths dungeon!

FORUMS: Join in the discussion for Update #14!
 
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