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Project Eternity


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#901
Yrkoon

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Sawyer sorta explained what is meant by "godlike" races, though he did it via example, so if you haven't played NWN2, this won't mean much as an explanation.

Godlike Creatures are akin to the 'plane-touched' races of NWN2, which include Tieflings (people with demon blood) and Genasi (people with elemental blood).  I'm pretty sure, though, that they'll probably come up with a different set of 'planetouched" races depending on the universal lore they write up for Project Eternity.

As for how they'll work.  They've said nothing.   But I'm betting it'll be the standard fare.   They'll have special innate powers that normal races don't, but also some penalties and restrictions that normal races don't.... for balance sake of course.

Modifié par Yrkoon, 23 septembre 2012 - 04:15 .


#902
Eurypterid

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Allan Schumacher wrote...



Update 7 makes me giddy!


Yeah, me too. Sounds awesome.

Beerfish wrote...

Funny
thing about this whole system, the same people that totally decry day
one dlc are in effect paying more to get things day one, in effect day
one dlc.


I can't even emotely agree with you here. And how do you know it's the 'same people'?

NKKKK wrote...

Why is the dev posting in this thread getting worked up when they're calling him out?


'Worked up'?

If you're talking about Allan's response to the post about his comment on a 'vocal minority', I have to say I look at it this way: we are a vocal minority. When you consider the amount of people that buy BioWare releases and the amount of people registered on these forums, the 45,000 or so backers of Project Eternity - even if you postulate they've all bought BioWare's games and all posted on these boards... well, they represent not just a vocal minority, but almost pale into insignificance. Seriously, when you're talking game sales in the milliions, 45,000 is barely a blip on the radar.

And I say this as a keen backer of Project Eternity. But reality is reality. This is the reason that Obsidian went the kickstarter route in the first place. Because there seemingly just isn't a big enough market for this type of game for publishers to be interested. Now, after the game is released, perhaps the sales numbers will be much larger and then one could argue the case that a game of this type is something publishers would find worthwhile investing in. But that remains to be seen.

#903
Allan Schumacher

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NKKKK wrote...

Allan Schumacher wrote...

Competitive Multiplayer no doubt


That would be funny if it wasn't coming from a Bioware Developer.


We don't have competitive multiplayer in any of our games. =]

#904
Allan Schumacher

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Whether or not we are or are not a vocal minority, the important thing is that alternative means are available for us to get the types of games that we want.

Just hoping that Fargo and Feargus can deliver! :)

#905
chunkyman

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NEW INTERVIEW

Obsidian's CEO talks about numerous things related to the game, it's a good read.


Here's an interesting bit;

Nick K: “So speaking of difficulties, are you planning on different game modes?”

Feargus Urquhart: “That’s a good question. We generally do put different levels of difficulty in our game. I think a great example is what Josh Sawyer did in New Vegas. You can still have easy, normal and hard, but what he put into New Vegas was this thing called Hard Core mode which changed the rules. You could play normal but still put it on Hard Core mode which required you to eat and drink. So it made the game harder, but not in the normal way a difficulty level usually does. It doesn’t decrease damage or increase armor, or something that is numbers based, he came up with this mode that actually challenged you. Even back with the Infinity Engine games, it was the same sort of thing. Neverwinter Nights as well. How the rules changed as you went up in difficulty level, it wasn’t straight damage multiplication, or stuff like that, there was other aspects to it. So we’re probably going to tackle it the same way.”


I loved hardcore mode in New Vegas. Hopefully they can implement something in PE that is just as fun.

Modifié par chunkyman, 23 septembre 2012 - 04:50 .


#906
Eurypterid

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Allan Schumacher wrote...

Whether or not we are or are not a vocal minority, the important thing is that alternative means are available for us to get the types of games that we want.


Indeed. It seems from comments by Avellone and Sawyer that games of this type are in the category that publishers just aren't interested in backing. So if Kickstarter is the way for developers to be able to deliver these games to us, then bring on the Kickstarter projects.

Allan Schumacher wrote...

Just hoping that Fargo and Feargus can deliver! :)


Aye, indeed. I have a lot of confidence though, which is why my miserly hands opened my wallet for them.

#907
HiroVoid

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Allan Schumacher wrote...

NKKKK wrote...

Allan Schumacher wrote...

Competitive Multiplayer no doubt


That would be funny if it wasn't coming from a Bioware Developer.


We don't have competitive multiplayer in any of our games. =]

The new command and conquer game won't have competitive multiplayer? :crying:

#908
Allan Schumacher

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Touche, I was referring to the Edmonton Studio :blush:

#909
NKKKK

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Somebody needs a hug or a permaban. Get over whatever it is. It's not healthy.


What? I don't find it funny. At all.

Gandalf immediately came to mind.

I loved everything mentioned in the update! Seriously, these guys are like good idea making machines! It's like they got into my mind and made things exactly how I would have.


Gods masquerading as Wizards....hmmnn,how would the class thing fit.

#910
Allan Schumacher

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Probably like playing an Assimar in NWN2

#911
Cimeas

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Update 7 sounds way too ambitious. What, like 30 different ways of getting out of a situation? Most fights avoidable by conversation? (do they have any idea how much dialogue that is to write?) Not to mention a dozen ways to get around the world map, what seems like hundreds of random encounters, different routes...

Then there's the crafting, but wait, that's not all! He goes on to promise that there'll be some whole npc loot crafting system that means we don't even have to get stuff from chests/enemies and crafters will make stuff for us. Then he hints at multiple resource meters, so what, will there be like health,mana and energy? Finally they seem to think they can perfectly balance these skills so they're all equally useful.

They are setting themselves up here people. 2 million is nothing compared to the scale of their ambition.

#912
Kaiser Arian XVII

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Cimeas wrote...

Update 7 sounds way too ambitious. What, like 30 different ways of getting out of a situation? Most fights avoidable by conversation? (do they have any idea how much dialogue that is to write?) Not to mention a dozen ways to get around the world map, what seems like hundreds of random encounters, different routes...

Then there's the crafting, but wait, that's not all! He goes on to promise that there'll be some whole npc loot crafting system that means we don't even have to get stuff from chests/enemies and crafters will make stuff for us. Then he hints at multiple resource meters, so what, will there be like health,mana and energy? Finally they seem to think they can perfectly balance these skills so they're all equally useful.

They are setting themselves up here people. 2 million is nothing compared to the scale of their ambition.


Too good to be true... :huh:

#913
A Crusty Knight Of Colour

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Cimeas wrote...

Update 7 sounds way too ambitious. What, like 30 different ways of getting out of a situation? Most fights avoidable by conversation? (do they have any idea how much dialogue that is to write?) Not to mention a dozen ways to get around the world map, what seems like hundreds of random encounters, different routes...

Then there's the crafting, but wait, that's not all! He goes on to promise that there'll be some whole npc loot crafting system that means we don't even have to get stuff from chests/enemies and crafters will make stuff for us. Then he hints at multiple resource meters, so what, will there be like health,mana and energy? Finally they seem to think they can perfectly balance these skills so they're all equally useful.

They are setting themselves up here people. 2 million is nothing compared to the scale of their ambition.


The budgets of Fallout, Planescape, Baldur's Gate, et al were in the $3-$5 million range. Considering they use those games as a blueprint, getting an experience similar to those games is plausible. It's ambitious definitely, but I worry much more about the timeframe than I do the budget.

Modifié par CrustyBot, 23 septembre 2012 - 01:48 .


#914
azarhal

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Cimeas wrote...

Update 7 sounds way too ambitious. What, like 30 different ways of getting out of a situation? Most fights avoidable by conversation? (do they have any idea how much dialogue that is to write?) Not to mention a dozen ways to get around the world map, what seems like hundreds of random encounters, different routes...


8 novels worth. This is how much text Planescape Torment had.

#915
Eurypterid

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Cimeas wrote...

Update 7 sounds way too ambitious. What, like 30 different ways of getting out of a situation? Most fights avoidable by conversation? (do they have any idea how much dialogue that is to write?) Not to mention a dozen ways to get around the world map, what seems like hundreds of random encounters, different routes...

Then there's the crafting, but wait, that's not all! He goes on to promise that there'll be some whole npc loot crafting system that means we don't even have to get stuff from chests/enemies and crafters will make stuff for us. Then he hints at multiple resource meters, so what, will there be like health,mana and energy? Finally they seem to think they can perfectly balance these skills so they're all equally useful.

They are setting themselves up here people. 2 million is nothing compared to the scale of their ambition.


Hyperbole much? "30 different ways of geting out of a situation"? "A dozen ways around the world map"? As for the NPC crafting, it's no different than the player doing it. Instead of gathering the recipes and materials and heading to the forge to craft it yourself, you give it to an NPC to do instead. Not a lot of difference. I agree it sounds fairly ambitious, but let's not let the hyperbole bury the actual update. These guys have done similar systems before, so it's not like they have to go in blind on it.

#916
Dominus

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8 novels worth. This is how much text Planescape Torment had.

If I remember correctly, PS:T has around 800,000 words of dialogue - I believe Lukas said BG2 rang in at 1.2 Million. Considering this is Obsidian we're talking about, I'm not particularly worried about their verbal potency in terms of word count.

#917
Nameless one7

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There's a poll on Obsidian's website as to which game you hope Project Eternity is most like, please vote for Planescape Torment. Right now it's slightly behind Baldur's Gate.

#918
Jozape

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CrustyBot wrote...

The budgets of Fallout, Planescape, Baldur's Gate, et al were in the $3-$5 million range. Considering they use those games as a blueprint, getting an experience similar to those games is plausible. It's ambitious definitely, but I worry much more about the timeframe than I do the budget.


Thankfully Feargus, or it might have been Avellone, said that they would extend development time if necessary. More funds will probably result in a longer development time, as simply adding twice the people to a project does not necessarily result in twice the quality.

Eurypterid wrote...

Hyperbole much? "30 different ways of geting out of a situation"? "A dozen ways around the world map"? As for the NPC crafting, it's no different than the player doing it. Instead of gathering the recipes and materials and heading to the forge to craft it yourself, you give it to an NPC to do instead. Not a lot of difference. I agree it sounds fairly ambitious, but let's not let the hyperbole bury the actual update. These guys have done similar systems before, so it's not like they have to go in blind on it.


Indeed. And these guys have worked on, collectively, at least 20 RPGs over the past 15-20 years. They've worked with budgets like these before, with similar games, and with tools that are nowhere near as good. They probably have an idea of what they're honestly capable of, although they're no doubt going to test their limits.

DominusVita wrote...

8 novels worth. This is how much text Planescape Torment had.

If I remember correctly, PS:T has around 800,000 words of dialogue - I believe Lukas said BG2 rang in at 1.2 Million. Considering this is Obsidian we're talking about, I'm not particularly worried about their verbal potency in terms of word count.


Although PS:T still felt like it had more dialog than BG2 since PS:T focused a lot more on dialog and BG2 focused a lot more on combat. I hope we get somewhere between the two in dialog frequency, and with noticably less focus on combat in PE and more non-dialog/non-combat ways of role-playing. The reassurance of being able to avoid combat scenarios in so many different ways make me giddy.

#919
Dragoonlordz

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Nameless one7 wrote...

There's a poll on Obsidian's website as to which game you hope Project Eternity is most like, please vote for Planescape Torment. Right now it's slightly behind Baldur's Gate.


I haven't yet voted because I haven't yet played PS:T. I don't feel it is right for me to judge one over another (personal preferences) unless I have played each one in the list. I do own PS:T but haven't found time to play it yet.

#920
PaulSX

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I still hope the game would be more like Bladur's Gate. Certainly PST is wordy but not really a fun game.

#921
Nameless one7

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Dragoonlordz wrote...

Nameless one7 wrote...

There's a poll on Obsidian's website as to which game you hope Project Eternity is most like, please vote for Planescape Torment. Right now it's slightly behind Baldur's Gate.


I haven't yet voted because I haven't yet played PS:T. I don't feel it is right for me to judge one over another (personal preferences) unless I have played each one in the list. I do own PS:T but haven't found time to play it yet.


Well, I hope you enjoy PS:T when you do find the time.

#922
NKKKK

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What were the differences between BG and PS:T?

The only difference I care about is DAO = DA2

#923
Yrkoon

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Cimeas wrote...

Update 7 sounds way too ambitious. What, like 30 different ways of getting out of a situation? Most fights avoidable by conversation? (do they have any idea how much dialogue that is to write?)

 I'm sure they know exactly how much 'dialogue' to write.  Since they've done it before.  Obsidian pulled  this off with a cheap expansion  a few years ago that took them less than 6 months to make.  Have you Ever played NWN2  Storm of Zehir?  If they use that model  (which I hope they don't actually, since it was boring) it won't take much dialogue at all to talk yourself out of a fight with, say,  a pack of Ogres.  Here's how the confrontations usually go.

Ogre Chief:  Grr!
You:  :::offer them 300 gold to walk away:::: Diplomacy check:  success
Ogre Chief:  Me accept shinies.  Bye.

And the different skills?  even easier.  Doesn't take  much dialogue to successfully pick a lock, or do alchemy, or craft a sword, or examine  footprints in the dirt. 




Not to mention a dozen ways to get around the world map, what seems like hundreds of random encounters, different routes

If by "dozens of different ways", you mean, different travel speeds with a  fast travel perk achievable  at higher levels, then yes.  Not really a profound undertaking.  Again, its not like they're doing anything innovative.

Then there's the crafting, but wait, that's not all! He goes on to promise that there'll be some whole npc loot crafting system that means we don't even have to get stuff from chests/enemies and crafters will make stuff for us. Then he hints at multiple resource meters, so what, will there be like health,mana and energy? Finally they seem to think they can perfectly balance these skills so they're all equally useful.

 Again, SOZ did it.  Pulled it off in 6 months on a shoestring budget.    I'm sure Balance will indeed be an issue though, as it is with Every. Single. RPG. Ever. Made. 

Welcome to Gaming.



They are setting themselves up here people. 2 million is nothing compared to the scale of their ambition.

LOL

Me'thinks someone here is underestimating three of the most celebrated legends of the RPG Genre.    Josh Sawyer by himself could probably successfully design all of the above.  But with PE,  he'll have the benefit of Tim  Cain and Chris Avellone working along side him, two guys who  ALSO could pull all of the above off by themselves.  The fact that they're working together just means  the systems will have a little more depth and  be made in a little less time.

Modifié par Yrkoon, 23 septembre 2012 - 08:37 .


#924
Jozape

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Nameless one7 wrote...

There's a poll on Obsidian's website as to which game you hope Project Eternity is most like, please vote for Planescape Torment. Right now it's slightly behind Baldur's Gate.


I just looked at it now and saw the Call of Duty option. That made be LOL.

#925
Yrkoon

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Where is this poll, exactly, I can't seem to find it anywhere on the first 3 pages of the PE forum.