Hope they take it slow and don't rush out a release or something, should be done carefully, and if they promise Planescape-quality theme/dialogues they better deliver!
Pillars of Eternity (Obsidian Isometric RPG Kickstarter) -…
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Andre
Slovenia3515 Posts
Hope they take it slow and don't rush out a release or something, should be done carefully, and if they promise Planescape-quality theme/dialogues they better deliver! | ||
Dfgj
Singapore5922 Posts
On September 16 2012 17:38 Chillax wrote: Personally Im concerned about the limited number of party members, given that we dont know the party size it may not be such a big deal, although i was hoping for a 6 man team. Then again maybe this is Planescape where you just take everyone you can with you. You couldn't bring everyone in Planescape (or in Mask of the Betrayer), but neither game was hurt by low amounts of companions. Each one was written to be integral to the theme of the story and had more weight than most of the BG2 companions, which built the world well but had little relation to the main plot. | ||
Yacobs
United States846 Posts
On September 18 2012 00:17 Dfgj wrote: You couldn't bring everyone in Planescape (or in Mask of the Betrayer), but neither game was hurt by low amounts of companions. Each one was written to be integral to the theme of the story and had more weight than most of the BG2 companions, which built the world well but had little relation to the main plot. Well, for those of us who play games for gameplay and not for "main plot," having only 3 or 4 characters in your party is simply insufficient and disappointing. | ||
aloT
England1042 Posts
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TheYango
United States47024 Posts
On September 18 2012 03:09 Yacobs wrote: Well, for those of us who play games for gameplay and not for "main plot," having only 3 or 4 characters in your party is simply insufficient and disappointing. If you're not playing for the plot, then what you are looking for is not an Obsidian game. The gameplay in Obsidian games is generally fairly mediocre. It's the industry-best quality of writing and character development that makes their games stand out. | ||
Merany
France890 Posts
If they can really take the best out of IWD, BG and PST, we could end up with an absolutely awesome game. I'll see what I can afford to give them and prey they can live up to those names. | ||
andrewlt
United States7702 Posts
On September 18 2012 04:07 TheYango wrote: If you're not playing for the plot, then what you are looking for is not an Obsidian game. The gameplay in Obsidian games is generally fairly mediocre. It's the industry-best quality of writing and character development that makes their games stand out. They are the former Black Isle developers and I did enjoy Icewind Dale 2. I preferred BG's and ID's more combat focused gameplay than Planescape: Torment's style. Torment took forever to give you more characters in your party and the combat was just terrible. I actually enjoyed BG's and ID's combat for the most part. | ||
Boblion
France8043 Posts
On September 18 2012 06:19 andrewlt wrote: They are the former Black Isle developers and I did enjoy Icewind Dale 2. I preferred BG's and ID's more combat focused gameplay than Planescape: Torment's style. Torment took forever to give you more characters in your party and the combat was just terrible. I actually enjoyed BG's and ID's combat for the most part. Whereas in IWD you could just make your whole filler team with no personality ! Also IWD2 is pretty mediocre, worse than IWD1 (The wood, fucking wood lol). | ||
Dfgj
Singapore5922 Posts
On September 18 2012 06:19 andrewlt wrote: They are the former Black Isle developers and I did enjoy Icewind Dale 2. I preferred BG's and ID's more combat focused gameplay than Planescape: Torment's style. Torment took forever to give you more characters in your party and the combat was just terrible. I actually enjoyed BG's and ID's combat for the most part. Torment wasn't designed as a combat game, it existed to be the anti-standard fantasy game: you couldn't die, you didn't wield swords, and conversations were more important (and dangerous) than battle. Combat design isn't what Obsidian/Black Isle did best - by comparison, the story and character design in some of their games is without equal. | ||
beef42
Denmark1037 Posts
IWD had a lot of replay value since you designed every character yourself, so you could try a lot of different stuff (6 wizard team, assemble!). It even had a Diablo-style hard difficulty designed to be played with a party that had completed the normal difficulty. I think this is a great idea because it pretty much doubles the length of the game part of the game, but without double the work from the devs. That being said, I was as swept away by PS:T as anyone else, and I do think it was overall a better experience than IWD despite its lacklustre combat. I think that was mostly due to experiencing the setting for the first time, and the memorable and unique characters. I will be remembering Dak'kon until I am a wizened old man. He is probably the coolest thing in any game ever. | ||
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TheYango
United States47024 Posts
On September 18 2012 10:43 beef42 wrote: I'm saddened by the downplay of combat aspect ITT. I love D&D style party battles and I especially enjoyed the Icewind Dale series for this reason. IWD had a lot of replay value since you designed every character yourself, so you could try a lot of different stuff (6 wizard team, assemble!). It even had a Diablo-style hard difficulty designed to be played with a party that had completed the normal difficulty. I think this is a great idea because it pretty much doubles the length of the game part of the game, but without double the work from the devs. That being said, I was as swept away by PS:T as anyone else, and I do think it was overall a better experience than IWD despite its lacklustre combat. I think that was mostly due to experiencing the setting for the first time, and the memorable and unique characters. I will be remembering Dak'kon until I am a wizened old man. He is probably the coolest thing in any game ever. Not trying to downplay the combat. But you don't go into a game with Chris Avellone as one of the lead designers expecting to get great combat. | ||
beef42
Denmark1037 Posts
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TheYango
United States47024 Posts
On September 18 2012 10:53 beef42 wrote: Why not? He didn't work on the IWD's or something? He wasn't design lead on any of them. I think he did some minor character writing, but IIRC his contribution wasn't that big compared to other games. I think Avellone did an AMA once where he talked about how different design leads with varying backgrounds produced hugely varying end products, and it really does show. I guess that's part of why they're bringing together the entire studio on this one (Avellone+Sawyer+Cain), but we'll see where the actual design direction goes once the project gets rolling. | ||
Chillax
England585 Posts
Game Basics - Your Party, Your Characters, and Races, Update #3 Update #3 · Sep. 17, 2012 · 110 comments We've hit our first stretch goal and surpassed $1.5 million! Thank you to everyone who has made this all possible. And now, some info... Project Eternity is still early in development and we are still working on many of the cultures, factions, and ethnic groups of the world and debating many of the system concepts. However, there are certain fundamental things we want to let you know about the game and the setting for Project Eternity. Your Party The maximum party size is the player's main character (PC) and up to five companions for a total of six characters. This does not preclude the addition of temporary characters in special circumstances. Companions are never forced on the player. Players can explore the entire world and its story on their own if they so choose. We feel companions are excellent sounding boards for the player's (and other companions') actions, but the story is ultimately about the player's personal conflict among the larger social and political complexities of the world. Formations A key element of the classic party-based tactical combat that we are developing is the use of party formations. As in the good ol' games, you can arrange your party in a large number of set formations. You can also construct your own formations if you want to get fancy. When moving companions, you have the ability to rotate formations for more precise positioning. Character Creation At a minimum, players will be able to specify their main character's name, sex, class, race (including subrace), culture, traits, ability scores, portrait, and the fundamental starting options of his or her class (gear, skills, and talents). We have not worked out customization details of character avatars, but we believe those are important and will be updating on these specifics in the future. Companions In Project Eternity, companions exist for both narrative and mechanical purposes. Companions are designed to have a driving interest in the player's central conflict. Their personalities and motivations open plot branches and generate conflicts for players to resolve over the course of the story. They are highly reactive to the player's actions and to the world around them. Additionally, companions exist to give players strategic management options in party composition that expand the party's capabilities in exploration, combat, and quest resolution. It is no coincidence that there are at least as many companions as there are classes. As stated above, companions are not required to play through Project Eternity's story, but we feel that they can add greatly to the experience. The Set-Up The player witnesses an extraordinary and horrific supernatural event that thrusts them into a unique and difficult circumstance. Burdened with the consequences of this event, the player has to investigate what has happened in order to free themselves from the restless forces that follow and haunt them wherever they go. The Nature of You Your character is not required to be of any particular race, cultural background, sex, class, moral outlook, personality, organization, etc. The premise is that you are a victim of circumstance. How you choose to deal with your situation is up to you. You can bear it with stoicism and restraint or fly off in a rage at anyone who gets in your way. The world will react to your choices, but the game is designed to give you the freedom to play your character the way you want to. Races We are still developing the races of Project Eternity, but we are creating a range that encompasses the recognizable (e.g. humans, elves, dwarves), the out-of-the-ordinary (e.g. the so-called "godlike"), and the truly odd (?!). Races and subraces differ from each other culturally, but the races also have different physiological factors that can contribute to friction and confusion between them. Within even the recognizable races (including humans), we are creating a variety of ethnic subtypes and nationalities. This world's races did not all spring forth from the same place, and millennia of independent development have resulted in distinctive and unconnected groups. For example, the dwarf ranger below, is originally from a southern boreal region that is quite different from the temperate homes of her distant kin to the north. Additionally, Project Eternity's world contains some isolated races and ethnicities, but transoceanic exploration and cultural cohabitation have heavily mixed many racial and ethnic groups over time. This mixing is not always... peaceful. At times it has degenerated into genocide and long-standing prejudices are ingrained in many cultures. Sounds bloody brilliant to me :D | ||
Vaelone
Finland4400 Posts
On September 18 2012 14:54 Chillax wrote: The Set-Up The player witnesses an extraordinary and horrific supernatural event that thrusts them into a unique and difficult circumstance. Burdened with the consequences of this event, the player has to investigate what has happened in order to free themselves from the restless forces that follow and haunt them wherever they go. That made me instantly think of Berserk Golden Arc ending and gave me chills. | ||
Talin
Montenegro10532 Posts
On September 18 2012 08:18 Boblion wrote: Whereas in IWD you could just make your whole filler team with no personality ! Also IWD2 is pretty mediocre, worse than IWD1 (The wood, fucking wood lol). What the hell. IWD2 is by far the best Infinity game from a technical standpoint, it runs smoothest, controls tightest, is actually designed and paced well and throws challenges and encounters at you all the time instead of making you spend 50% of the time walking (and watching loading screens) to get to some place relevant. The wood was ONE terrible/frustrating zone in IWD2, but pretty much everything else is super tight, fun and challenging. Plus the 3.5e rules give a lot more variety to different classes and tightens up the mechanics in general, and the ability to create a party and experiment with different combinations of characters and strategies gives it actual replay value. Story and character development is just flavor. Gameplay is gameplay, and combat encounters were the core (and only) actual gameplay in all those games. If they don't get combat right (like IWD2 did), there is no game, and no amount of in-depth character development and story will make up for it. | ||
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TheYango
United States47024 Posts
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Talin
Montenegro10532 Posts
Basically, combat is what you actually play and how you progress through the game content. If it isn't fun and deep enough, the game won't be either. Also IWD2 wasn't really marketed aggressively to begin with and at that time it was already overshadowed by Neverwinter Nights and Morrowind that were both technologically more advanced and easily grabbed the mainstream attention. If it came out a year earlier (or nearer to the release of D&D 3E rules), I'm sure that it would be a much better known game now as it is the pinnacle of Infinity engine. | ||
aloT
England1042 Posts
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Crissaegrim
2947 Posts
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