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Project Eternity


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#676
Mylia Stenetch

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MerinTB wrote...

Addai67 wrote...

Malsumis wrote...

bussinrounds wrote...
Next ppl are gonna be obsessing over all kinds of romances and nonsense like that.


That started not long after the forums went up. Hopefully the devs don't listen/give in.

Oh, they are.  They already are.  Be sure to visit obsidian.net forums and register your opinion.


Here's the thing...

Like Brian Fargo and inXile, they will LISTEN to the community and occasionally SOLICIT opinions on parts of the game...
but those parts will be corners, edges, small amounts of color, tone, or detail.  Not major systems, not the major plot, not the major game desing they already have in mind.

You can call out to them all you want for a FPS with aliens, quick-time events, micro-transactions and a country-western music soundtrack... they politely listen and go ahead with what they were going to do anyway. :)

Don't worry, anyone, about the developers suddenly "caving" and making a first-person, fully voiced dating sim.  If nothing else I think Avellone would commit seppuku.


They key point of it now is the people who put money into it, whatever the amount is, are now investors into this game. Therefore they feel they are entitled to their voice being heard above everyone else. Since you made a leap of faith investing into a product you know little about except a little blurb, you expect it to meet your expectations and what you want in it.

So at some point it will be a fine line on what to do and not to do. Since it is not going to a faceless bureau, who might only look at bottom line dollar and cents. They got the gaming culture/fans invested and want the game done their way, etc. While I am not saying everyone is like that, there is enough that can make headaches come quickly.

#677
MerinTB

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Mylia Stenetch wrote...

MerinTB wrote...
Here's the thing...

Like Brian Fargo and inXile, they will LISTEN to the community and occasionally SOLICIT opinions on parts of the game...
but those parts will be corners, edges, small amounts of color, tone, or detail.  Not major systems, not the major plot, not the major game desing they already have in mind.

You can call out to them all you want for a FPS with aliens, quick-time events, micro-transactions and a country-western music soundtrack... they politely listen and go ahead with what they were going to do anyway. :)

Don't worry, anyone, about the developers suddenly "caving" and making a first-person, fully voiced dating sim.  If nothing else I think Avellone would commit seppuku.

They key point of it now is the people who put money into it, whatever the amount is, are now investors into this game. Therefore they feel they are entitled to their voice being heard above everyone else. Since you made a leap of faith investing into a product you know little about except a little blurb, you expect it to meet your expectations and what you want in it.

So at some point it will be a fine line on what to do and not to do. Since it is not going to a faceless bureau, who might only look at bottom line dollar and cents. They got the gaming culture/fans invested and want the game done their way, etc. While I am not saying everyone is like that, there is enough that can make headaches come quickly.


Like that speech that someone else linked to in here, the Unite 2012 conference, where Brian Fargo says that he may not have chosen to be so open to his supporters without Kickstarter he now wouldn't have it any other way and would rather do it this way going forward.

What is more frustrating, really :
- people who have already supported you, put money behind your vision that no publisher would give you money for, saying they believe in your vision, telling you how they'd prefer things and you get to shift through the majorities to see if what the crowd wants fits your vision or no....
OR
- a publisher who deigns to take your pitch and fund you dictating a production schedule, constantly looking over your shoulder and telling you to do things a different way than you want to, forcing you to release even if the game isn't ready... and then having your consumers whine and complain about what a crappy game you made when at least some (if not all) of what the buyers are disliking are things that the publisher made you do

I think the choice is obvious, but what do I know? :whistle:

#678
HoonDing

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Obsidian still needs publisher-backed projects to survive, considering how big they are.

It's easy to talk tough like Fargo when you're in charge of a small company that before KS only made a couple of Facebook games and besides Hunted: Demon's Forge and Bard's Tale was all but ignored by publishers. He has nothing to lose, unlike Obsidian.

Modifié par HoonDing, 17 septembre 2012 - 06:45 .


#679
Mylia Stenetch

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MerinTB wrote...

Mylia Stenetch wrote...

MerinTB wrote...
Here's the thing...

Like Brian Fargo and inXile, they will LISTEN to the community and occasionally SOLICIT opinions on parts of the game...
but those parts will be corners, edges, small amounts of color, tone, or detail.  Not major systems, not the major plot, not the major game desing they already have in mind.

You can call out to them all you want for a FPS with aliens, quick-time events, micro-transactions and a country-western music soundtrack... they politely listen and go ahead with what they were going to do anyway. :)

Don't worry, anyone, about the developers suddenly "caving" and making a first-person, fully voiced dating sim.  If nothing else I think Avellone would commit seppuku.

They key point of it now is the people who put money into it, whatever the amount is, are now investors into this game. Therefore they feel they are entitled to their voice being heard above everyone else. Since you made a leap of faith investing into a product you know little about except a little blurb, you expect it to meet your expectations and what you want in it.

So at some point it will be a fine line on what to do and not to do. Since it is not going to a faceless bureau, who might only look at bottom line dollar and cents. They got the gaming culture/fans invested and want the game done their way, etc. While I am not saying everyone is like that, there is enough that can make headaches come quickly.


Like that speech that someone else linked to in here, the Unite 2012 conference, where Brian Fargo says that he may not have chosen to be so open to his supporters without Kickstarter he now wouldn't have it any other way and would rather do it this way going forward.

What is more frustrating, really :
- people who have already supported you, put money behind your vision that no publisher would give you money for, saying they believe in your vision, telling you how they'd prefer things and you get to shift through the majorities to see if what the crowd wants fits your vision or no....
OR
- a publisher who deigns to take your pitch and fund you dictating a production schedule, constantly looking over your shoulder and telling you to do things a different way than you want to, forcing you to release even if the game isn't ready... and then having your consumers whine and complain about what a crappy game you made when at least some (if not all) of what the buyers are disliking are things that the publisher made you do

I think the choice is obvious, but what do I know? :whistle:


How you have protrayed it yes, you are purposfully making it look like the people putting into the kickstarter are the good guys through all of this. While most are not, just I have stated it would only be a select few in my post. When it comes to a publisher, if they do not want to fund it or do not see a profit in it, that is their choice and they did their work on it.

Working in the IT field of networking for an ISP. I wish we could do more, and push out futher and expand, but there is constant cost analysis that happens to prove it is worth it over a short period of time. If it is not then they scrap it. It is buisness, if a company did not want to fund it, we got kickstarter to help...which is good.

At the same time, you hear on the internet about some publishers being great bastions for their dev team, and do x, y, z for their fans, so to picture that idea is not ideal also. I tried to be an unbiased in my post saying while it is good for people to voice an opinion it could get much worse because of people's ideals of entirlement, since they put an investment of x in so they immedaialey have a say on where things go.

With a small group of them could spark many problems and with the internet flame away anyone who is not on the same side as them, causing headaches for nothing. If Obsidian is able to balance out the needs of the fans, and what their vision is without alienation it will be great and I will applaud them. Still I would not want to be in their shoes with either fans or shareholders.

#680
Addai

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MerinTB wrote...
Here's the thing...

Like Brian Fargo and inXile, they will LISTEN to the community and occasionally SOLICIT opinions on parts of the game...
but those parts will be corners, edges, small amounts of color, tone, or detail.  Not major systems, not the major plot, not the major game desing they already have in mind.

You can call out to them all you want for a FPS with aliens, quick-time events, micro-transactions and a country-western music soundtrack... they politely listen and go ahead with what they were going to do anyway. :)

Don't worry, anyone, about the developers suddenly "caving" and making a first-person, fully voiced dating sim.  If nothing else I think Avellone would commit seppuku.

Oh, I'm sure.  They're smart enough to make the game they want to make and not try to please everyone- it would be a mess if they didn't.  But they are soliciting feedback, so I'm not going to be shy in giving it.  The way I imagine it would work is if they are debating a certain feature of the game, they might look at a poll and if there's a clear preference take it as affirmation of where they were already headed.

#681
Yrkoon

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And so far it doesn't look like they're shying away from asking for help with the major stuff either.

J. E. Sawyer has twice come on the Obsidian boards in the last few days to ask people for Ideas on  a good resting mechanic. This isn't "color" or "small details" imo. It's something major that directly affects gameplay and balance

Modifié par Yrkoon, 17 septembre 2012 - 07:27 .


#682
Yrkoon

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EntropicAngel wrote...

I noticed that one of the tiers was a boxed copy of the game.

One could infer that there WILL be boxed copies of the game.

 Like, for sale at the store?  I doubt it.    There's a huge difference between  making a precise # of boxed copies to mail out to the specific  few who  funded the game  vs. working with a major distributer to ship hundreds of thousands of boxed copies to major outlets all over the world like Best Buy or  Amazon.

Anyone can do the former, but doing the latter costs a crap ton of money.  Although, come to think of it, there's nothing stopping obsidian from selling Project eternity on hard copy   if it's bundled with one of their full AAA titles.

Modifié par Yrkoon, 17 septembre 2012 - 07:41 .


#683
slimgrin

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Most likely a gesture, something to make the community feel involved.

#684
Barbarossa2010

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Back on the New Vegas thing briefly; I played FONV, with all DLCs (to inlcude Tribal, GRA, and classic), on both XBOX 360 and PC. I never had any game breaking issues with either, with a total of about 800 hours of playtime between the two.

I did run into an issue on PC where I would CTD more often than I was comfortable with; but come to find out it was a mod management issue (yes, load order is, in fact, apparently important) common to PC/mod noobs like me.

No true game breaking issues on either platform with NV, over an extended period of time, for me.

Modifié par Barbarossa2010, 17 septembre 2012 - 07:57 .


#685
Taleroth

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Yrkoon wrote...

Although, come to think of it, there's nothing stopping obsidian from selling Project eternity on hard copy   if it's bundled with one of their full AAA titles.

The fact that Obsidian doesn't have any other AAA titles that is their own. Dungeon Siege 3 is Square Enix's. New Vegas is Bethesda's. South Park is somewhere between THQ and Stone/Parker. etc.

#686
Dimiter

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Taleroth wrote...

The fact that Obsidian doesn't have any other AAA titles that is their own. Dungeon Siege 3 is Square Enix's. New Vegas is Bethesda's. South Park is somewhere between THQ and Stone/Parker. etc.


What do you mean by saying these titles are not their own? The titles are of their own making. It's only the IP that's not theirs. But that's like saying that the AAA title SWTOR isn't BioWare's because it's not their IP.

On topic, I don't believe they'll be releasing physical copies for the mass market. That'll require arrangements with publishers or big retailers, which will probably cost a lot of money. I guess they'll just stick to Steam, GOG and the like.

Modifié par Dimiter, 17 septembre 2012 - 08:50 .


#687
Taleroth

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Dimiter wrote...

Taleroth wrote...

The fact that Obsidian doesn't have any other AAA titles that is their own. Dungeon Siege 3 is Square Enix's. New Vegas is Bethesda's. South Park is somewhere between THQ and Stone/Parker. etc.


What do you mean by saying these titles are not their own? The titles are of their own making. It's only the IP that's not theirs. But that's like saying that the AAA title SWTOR isn't BioWare's because it's not their IP.

Check the context. Obsidian can't reproduce and sell for profit those games. So Obsidian can't really try bundling a game they can reproduce and sell for profit by attaching it to them. Someone else has that particular right.

Modifié par Taleroth, 17 septembre 2012 - 08:55 .


#688
Jozape

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That's what Taleroth means. Project Eternity is the first IP that Obsidian's worked on that belongs to Obsidian.

#689
Dimiter

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Taleroth wrote...

Check the context. Obsidian can't reproduce and sell for profit those games. So Obsidian can't really try bundling a game they can reproduce and sell for profit by attaching it to them. Someone else has that particular right.


Oh, I see what you meant. You've a point.

#690
FutharkTomahawk

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Jozape wrote...

That's what Taleroth means. Project Eternity is the first IP that Obsidian's worked on that belongs to Obsidian.


As they're undoubtedly trying to make their mark with this one as it's entirely their own baby, I anticipate that they'll be going the extra mile to show one and all just what they're capable of when they're let off the leash.

#691
Eternal Phoenix

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Xeyska wrote...

Image IPB

Looks like they won't add beta testing to the tiers, oh well. At least they can make a game at their own pace now.


I hope they keep to this.

#692
Jozape

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I'd really like to see some really different settings come out of the KickStarter movement. I love the settings of games like Torment, Mask of the Betrayer, Alpha Protocol(even though I never got into the game itself), etc. But I understand that for most people, it's either post-apocalyptic, fairly standard fantasy with maybe a few spins, science fiction, or a blend of one or more of those. And then you have your zombie and norse mythology fans as well of course. And that's probably what all the developers doing their KickStarters love the most, hence that's what they've done. I'm really looking forward to what Avellone tries after Wasteland 2 is finished though.

#693
Jozape

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 Update 3 is up on the Obsidian forums.

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.



#694
Nameless one7

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Thanks for the update.

#695
MerinTB

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Jozape wrote...
Update 3 is up on the Obsidian forums.


Just caught that over there after making a monster post of my own.

Good stuff.  Thanks for sharing it here, Jozape! :D

#696
slimgrin

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Finally, some specifics. It all sounds good. Seems like they're taking a very broad, panoramic approach to the world building. Guess it's time to donate.

Modifié par slimgrin, 17 septembre 2012 - 11:15 .


#697
Taleroth

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Jozape wrote...

 Update 3 is up on the Obsidian forums.

And the hamster fell off his wheel again.

#698
MerinTB

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New update crashed the server with people rushing there to read it!

#699
Jozape

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Taleroth wrote...

Jozape wrote...

 Update 3 is up on the Obsidian forums.

And the hamster fell off his wheel again.


Heh, just noticed. If they had Boo, that would never happen.

At least they have the update on KickStarter now with a new video.

#700
MerinTB

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Jozape wrote...

Taleroth wrote...

Jozape wrote...

 Update 3 is up on the Obsidian forums.

And the hamster fell off his wheel again.


Heh, just noticed. If they had Boo, that would never happen.

At least they have the update on KickStarter now with a new video.


Their mistake was they didn't post the full update on Kickstarter - they teased, and redirect to the forum post.

Driving traffic to the forum is admirable, but letting Kickstarter act as a mirror for the information, especially in light of the other crashes they've been having, would have been more prudent.

EDIT - ah, they already fixed this... speedy!

Modifié par MerinTB, 17 septembre 2012 - 11:48 .