Project Eternity
#826
Posté 20 septembre 2012 - 07:06
#827
Posté 20 septembre 2012 - 07:27
Developing setting and atmosphere are very important to us at Obsidian.
We try to build worlds that are believable even when they are fantastic.
To do that, we strive to create people, cultures, and conflicts that
are both strongly defined and heavily interconnected. In observing
community discussion about the game, we've noted two recurring requests
for more detail: on the nature of souls and on the level of this world's
technology. This update deals less with culture details and more
specifically with those two topics since they are fundamental to the way
the world works. There's also some information at the end about a new
$5,000 backer tier we're excited to introduce. Thanks for reading!
N.B.: I know I said I'd talk about mechanics today. I forgot that I had
already said I'd talk about technology earlier. Sorry! The next update I
do will talk about non-combat skills the nature of classes in Project
Eternity.
Souls
As we hinted at in our pitch videos, souls are A Big Deal in Project
Eternity's world. The mortal world has not unlocked all of the secrets
of how souls "work" and differing schools of metaphysical philosophy can
be found in virtually every culture. What is known is that sapient
souls move through an endless cycle of waking life and purgatorial
slumber among the gods. Often this slumber lasts for years of "real"
time, but occasionally it is brief, with a soul immediately moving on to
a new life.
Far from being a flawless process, souls are subject to "fracturing"
over generations, transforming in myriad ways, and not quite... working
right. Some cultures and individuals place a high value on "strong"
souls, souls with a "pure" lineage, "awakened" souls that remember past
lives, "traveled" souls that have drifted through the divine realms, or
those that co-exist with other souls in one body. However, the opposite
is also true, resulting in negative discrimination and sometimes
outright violence.
Through a variety of techniques (e.g. martial training, meditation,
ritualistic evocation, mortification of the flesh), some individuals are
able to draw upon the energy of their soul to accomplish extraordinary
feats. These abilities range from the mundanely superhuman to the
explosively magical. Having a strong soul seems to make this easier, but
sometimes even people with fragmented souls are able to accomplish the
extraordinary. The individual's body seems to act as a conduit and
battery for this power, drawing in replenishment from seemingly
omnipresent "fields" of unbound spiritual energy in the world around
them.
Thinkers, spiritualists, and scientists of the world have theorized for
thousands of years about the nature and purpose of this process, but
others have turned to prayer for answer. Rather than illuminate the
presumed higher purpose of this cycle, the gods have obfuscated the
truth, at times spreading cosmological lies, pitting believers and
empowered chosen agents against each other, and tacitly approving the
prejudices of their followers to maintain power.
Whatever the fundamental nature of mortal souls is, the people of the
world accept the reality of what they have observed: that all mortal
bodies contain perceptible energy bound to the individual, and that once
they die, their energy will move forward in the eternal cycle that they
are all a part of -- that as far as they know, they have always been a
part of.
Technology
The cultures of Project Eternity are in a variety of different
technological states. Though some remote civilizations are still in the
equivalent of Earth's Stone Age or Bronze Age, most large civilizations
are in the equivalent of Earth's high or late Middle Ages. The most
aggressive and powerful civilizations are in the early stages of what
would be our early modern period, technologically, even if they are not
culturally undergoing "Renaissance"-style changes.
For most large
civilizations, this means that all of the core arms and armor of
medieval warfare have reached a high level of development: full suits of
articulated plate armor, a variety of military swords, war hammers,
polearms, longbows, crossbows, and advanced siege weaponry.
Architecturally, these cultures also employ technologies found in
Earth's Gothic structures, allowing them to create towering vertical
structures.
The most recent technologies seeing use in the world are ocean-going
carrack-style ships and black powder firearms (notably absent: the
printing press). Cultures with large navies and mercantile traffic are
exploring the world, which has led to contact with previously-unknown
lands and societies and settlement in new lands. Despite their intense
drive, these explorers have been restricted from aggressive long-range
exploration by monstrous sea creatures that pose a lethal, seemingly
insurmountable threat to even the stoutest, most well-armed ships.
Black powder firearms are of the single-shot wheellock variety. Largely
considered complex curiosities, these weapons are not employed
extensively by military forces. Their long reload times are considered a
liability in battles against foes that are too monstrous to drop with a
single volley, foes that fly or move at high speed, and foes that have
the power of invisibility. Despite this, some individuals do employ
firearms for one specific purpose: close range penetration of the arcane veil,
a standard magical defense employed by wizards. The arcane veil is
powerful, but it does not react well to the high-velocity projectiles
generated by arquebuses and handguns. As a result, more wizards who
previously relied on the veil and similar abjurations have turned to
traditional armor for additional defense.
New 5,000 Tier
Bam! We started with a $5,000 tier that allowed the backer to set up an
inn and receive some additional items. Fortunately or unfortunately,
that sold out almost immediately. We've come up with a new tier that is
aimed toward (but not limited to!) the forum communities that have shown
(and continue to show) us so much support. Some of the most fun we've
had as players, DMs, and game designers has happened when we got to deal
with a group of enemy adventurers -- mercenaries, thugs, whatever you
want to call them -- squaring off against the party. This new tier
allows you to build a fighting force of extraordinary magnitude to throw
at the player. We've also switched around a few of the bonuses in this
tier, giving out more digital downloads. We can't wait to see what you
come up with.
That's all for this update! Tomorrow we'll have some words from Chris
Jones about the technology we're using to build Project Eternity.
Modifié par KalDurenik, 20 septembre 2012 - 07:30 .
#828
Posté 20 septembre 2012 - 08:07
KalDurenik wrote...
New 5,000 Tier
We've come up with a new tier that is aimed toward (but not limited to!) the forum communities that have shown (and continue to show) us so much support. Some of the most fun we've had as players, DMs, and game designers has happened when we got to deal with a group of enemy adventurers -- mercenaries, thugs, whatever you want to call them -- squaring off against the party. This new tier allows you to build a fighting force of extraordinary magnitude to throw at the player.
Awesome- you just know there will an RPG Codex band of enemy adventurers now:lol:
Everything I've read about the game just makes it sound better and better: the souls stuff reminding me of Torment, sea monsters, guns being used to kill mages. Awesome.
#829
Posté 20 septembre 2012 - 08:09
Brockololly wrote...
[/i]the souls stuff reminding me of Torment
Same here.
Modifié par Nameless one7, 20 septembre 2012 - 08:24 .
#830
Posté 20 septembre 2012 - 08:11
Modifié par Dragoonlordz, 20 septembre 2012 - 08:14 .
#831
Posté 20 septembre 2012 - 08:58
Dragoonlordz wrote...
Brent Knowles is also backing it now too.With so many past and present Bioware developers backing it makes you realise how much love they have for the RPG genre.
Backing it, I wish he was working on it. He's awesome!
#832
Posté 20 septembre 2012 - 11:17
Creator Obsidian Entertainment 28 minutes ago
@Sistergoldring We would love to support user mod tools, but our focus first and foremost is the single player game. In other words, mod tools are not on the list, but they are on the page right next to it.
So while not the 'yep, absolutely and I'm glad you mentioned it' that I wish it was. I think that if the funding climbs to a ridiculous level we might see something. At least I hope we do.
#833
Posté 21 septembre 2012 - 12:03
Hopefully, if we don't get actual, dedicated modding tools, modding will still be a viable thing.
#834
Posté 21 septembre 2012 - 12:16
Modifié par slimgrin, 21 septembre 2012 - 01:24 .
#835
Posté 21 septembre 2012 - 01:20
Sister Goldring wrote...
I just thought I'd share the response I got from Obsidian to my question asking if there are any plans to include modding tools in Project Eternity.
Creator Obsidian Entertainment 28 minutes ago
@Sistergoldring We would love to support user mod tools, but our focus first and foremost is the single player game. In other words, mod tools are not on the list, but they are on the page right next to it.
So while not the 'yep, absolutely and I'm glad you mentioned it' that I wish it was. I think that if the funding climbs to a ridiculous level we might see something. At least I hope we do.
I am pretty sure it will be the final stretch goal they put in the project. Depends on how much generates prior and is chance might not be a stretch goal at all. They may decide to create a kit once game ships in 2014.
Modifié par Dragoonlordz, 21 septembre 2012 - 01:21 .
#836
Posté 21 septembre 2012 - 02:43
#837
Posté 21 septembre 2012 - 03:28
After that, we gotta try for the Player house!
#838
Posté 21 septembre 2012 - 06:06
I suspect it'll be well done if put in game
#839
Posté 21 septembre 2012 - 06:50
Allan Schumacher wrote...
A lot of people tripping up on the word "house" (which is silly IMO).
I suspect it'll be well done if put in game
They can either go BG2 style strongholds or Ultima Online style houses. Im ok for both. Heck im even OK for NWN2 type bar.
BTW armored magi, hmmm. Makes sense actually since magi always a bit stationary than other groupies.
#840
Posté 21 septembre 2012 - 10:31
Nighty night.
#841
Posté 21 septembre 2012 - 10:43
Nameless one7 wrote...
Brockololly wrote...
[/i]the souls stuff reminding me of Torment
Same here.
Ditto.
And I didn't quite like that aspect there either.
What I'm hearing so far about the setting has not left me elated.
#842
Posté 21 septembre 2012 - 11:01
#843
Posté 21 septembre 2012 - 11:05
Lotion Soronnar wrote...
Nameless one7 wrote...
Brockololly wrote...
[/i]the souls stuff reminding me of Torment
Same here.
Ditto.
And I didn't quite like that aspect there either.
Blasphemer!
#844
Posté 21 septembre 2012 - 12:51
Cyberarmy wrote...
Allan Schumacher wrote...
A lot of people tripping up on the word "house" (which is silly IMO).
I suspect it'll be well done if put in game
They can either go BG2 style strongholds or Ultima Online style houses. Im ok for both. Heck im even OK for NWN2 type bar.
BTW armored magi, hmmm. Makes sense actually since magi always a bit stationary than other groupies.
The house at the 2 millions goal is not a stronghold, it's a house. Sawyer compared it to The Sink of Fallout New Vegas. He also mentioned that higher level stretch goal could turn that house into a stronghold.
#845
Posté 21 septembre 2012 - 02:16
#846
Posté 21 septembre 2012 - 03:16
Modifié par Cribbian, 21 septembre 2012 - 03:17 .
#847
Posté 21 septembre 2012 - 03:18
Yrkoon wrote...
I want a house in the woods. Like the ranger cabin in BG2.
I'd rather have the bard Playhouse or Thief Guild buildings from BG2. If they really want to up my donation there will be a pirate ship house.
#849
Posté 21 septembre 2012 - 03:27
You want to live next door to a Demilich.Cutlass Jack wrote...
Yrkoon wrote...
I want a house in the woods. Like the ranger cabin in BG2.
I'd rather have the bard Playhouse or Thief Guild buildings from BG2.
#850
Posté 21 septembre 2012 - 03:48
Modifié par Joy Divison, 21 septembre 2012 - 03:49 .





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