Yrkoon wrote...
Where is this poll, exactly, I can't seem to find it anywhere on the first 3 pages of the PE forum.
It's on the main page of Obsidian.net, on the right. Not the forums.
Yrkoon wrote...
Where is this poll, exactly, I can't seem to find it anywhere on the first 3 pages of the PE forum.
Yrkoon wrote...
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.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?)
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.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.Not to mention a dozen ways to get around the world map, what seems like hundreds of random encounters, different routes
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.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.
Welcome to Gaming.LOLThey are setting themselves up here people. 2 million is nothing compared to the scale of their ambition.
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.
Guest_Puddi III_*
SOZ was a Bore-snore, I agree. But its Overland map was something they had to build from scratch and the humongous skills-based mechanics that are weaved into it (every single 3.5ed skill in NWN2 had a function while you were traveling. Mind Boggling.).... it probably ate up half of the development time on its own.Cimeas wrote...
SOZ probably had a budget of about 3 million. And for SOZ (which I have played many times), they already had ALL the animations, graphics, much of the environment art, levelling systems and SOZ also didn't have complex characters or storylines.
Finally, SOZ was hardly the pinnacle of RPG. Yes it had all those classic features like the overland map, but to do that they cut the interesting story and deep companions that Obsidian promised, and that made Mask of the Betrayer one of the best RPGs since Planescape.
Modifié par Yrkoon, 23 septembre 2012 - 10:03 .
Cimeas wrote...
Yrkoon wrote...
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.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?)
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.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.Not to mention a dozen ways to get around the world map, what seems like hundreds of random encounters, different routes
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.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.
Welcome to Gaming.LOLThey are setting themselves up here people. 2 million is nothing compared to the scale of their ambition.
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.
SOZ probably had a budget of about 3 million. And for SOZ (which I have played many times), they already had ALL the animations, graphics, much of the environment art, levelling systems and SOZ also didn't have complex characters or storylines.
Finally, SOZ was hardly the pinnacle of RPG. Yes it had all those classic features like the overland map, but to do that they cut the interesting story and deep companions that Obsidian promised, and that made Mask of the Betrayer one of the best RPGs since Planescape.
Cimeas wrote...
SOZ probably had a budget of about 3 million. And for SOZ (which I have played many times), they already had ALL the animations, graphics, much of the environment art, levelling systems and SOZ also didn't have complex characters or storylines.
The first section of SOZ is new, but then you go back to the Sword Coast and it's the same tilesets as the NWN2 basic campaign.Jozape wrote...
Cimeas wrote...
SOZ probably had a budget of about 3 million. And for SOZ (which I have played many times), they already had ALL the animations, graphics, much of the environment art, levelling systems and SOZ also didn't have complex characters or storylines.
Really? I didn't get far in SoZ(about an hour or two), but I don't recall the environments and graphics being all the same as NWN2 or MotB. In fact, I recall reading that one of the purposes of Storm of Zehir(and Mask of the Betrayer) was to add new environments and features for the modders to work with.
Jozape wrote...
Yrkoon wrote...
Where is this poll, exactly, I can't seem to find it anywhere on the first 3 pages of the PE forum.
It's on the main page of Obsidian.net, on the right. Not the forums.
Cimeas wrote...
Publishers provide money. Money allocated by the publisher to a developer is separate from the money the publisher spends on marketing etc... There is marketing/PR budget, and then development budget.
Allan, I don't 'want' Eternity to fail. In fact, the team at Obsidian have made some fantastic games, including Mask of The Betrayer and Alpha Protocol, which I have very much enjoyed. I simply think that if they didn't try so hard to make a game stuck in the past, if they conceded a few 'modern' features, then they could easily have gotten much more money from a publisher, especially after the story-driven RPG resurgence with ME3, DA:O/DA2, Deus Ex and The Witcher 2 over the past three years.
I don't really want to play an RPG without any voice acting or without an optional 3rd person perspective in 2012 (or 2014 as the case may be). I feel that with a bit more creativity and the willingness to learn from more recent RPGs instead of discarding them entirely and going back to 1997, the Obsidian team could build something special, rather than a budget rehash of a 1990s Infinity engine game.
Essentially, something like DA:O but with a better story, the logical evolution of PS:T and BG2.
Modifié par slimgrin, 23 septembre 2012 - 10:41 .
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.
One of the recent interviews with Avellone mentioned how they were alreayd pitching more modern RPGs to publishers and none were willing to back them. So they jumped on Kickstarter with Eternity.Cimeas wrote...
I simply think that if they didn't try so hard to make a game stuck in the past, if they conceded a few 'modern' features, then they could easily have gotten much more money from a publisher, especially after the story-driven RPG resurgence with ME3, DA:O/DA2, Deus Ex and The Witcher 2 over the past three years.
And as you've seen with BioWare transitioning from Dragon Age Origins to DA2, that kind of successor to Origins or Planescape or BG2 isn't going to happen. Yes, I'd love to see the kind of game you're describing but given how expensive games have gotten with all of the requirements publishers probably want to have in terms of presentation for a "AAA" game, you're simply not going to see something in the vein of Planescape with flashy graphics and voice acted everything. I think Origins is as close as we'll get to a modern BG2 or Planescape for the forseeable future, sadly.Cimeas wrote...
Essentially, something like DA:O but with a better story, the logical evolution of PS:T and BG2.
slimgrin wrote...
I think there is risk in making it too old school. I'm not lobbying for VO's but the occasional transition
cutscene, even if it's flash art like TW2 flashbacks, is an effective story telling device and I doubt it'd take up much in resources. There's other things as well, like the terrain of the map, character movement, animations, etc that will be held to a much higher standard nowadays. I'd hope they're looking to innovate as well as recapture the classic RPG experience.
Modifié par Brockololly, 23 septembre 2012 - 10:43 .
Cimeas wrote...
Publishers provide money. Money allocated by the publisher to a developer is separate from the money the publisher spends on marketing etc... There is marketing/PR budget, and then development budget.
Allan, I don't 'want' Eternity to fail. In fact, the team at Obsidian have made some fantastic games, including Mask of The Betrayer and Alpha Protocol, which I have very much enjoyed. I simply think that if they didn't try so hard to make a game stuck in the past, if they conceded a few 'modern' features, then they could easily have gotten much more money from a publisher, especially after the story-driven RPG resurgence with ME3, DA:O/DA2, Deus Ex and The Witcher 2 over the past three years.
I don't really want to play an RPG without any voice acting or without an optional 3rd person perspective in 2012 (or 2014 as the case may be). I feel that with a bit more creativity and the willingness to learn from more recent RPGs instead of discarding them entirely and going back to 1997, the Obsidian team could build something special, rather than a budget rehash of a 1990s Infinity engine game.
Essentially, something like DA:O but with a better story, the logical evolution of PS:T and BG2.

Modifié par SOLID_EVEREST, 23 septembre 2012 - 11:49 .
Phoenix_Fyre wrote...
Ok since I can't scroll through 30+ pages... do we have PC specs for this yet??
Cimeas wrote...
Allan, I don't 'want' Eternity to fail. In fact, the team at Obsidian have made some fantastic games, including Mask of The Betrayer and Alpha Protocol, which I have very much enjoyed. I simply think that if they didn't try so hard to make a game stuck in the past, if they conceded a few 'modern' features, then they could easily have gotten much more money from a publisher, especially after the story-driven RPG resurgence with ME3, DA:O/DA2, Deus Ex and The Witcher 2 over the past three years.
Yrkoon wrote...
In other words, you want a game based on the spirit of modern RPGs. That's fine, but that's not what PE is about, and even if some publisher were to approach Obsidian and hand them a $50 Million check and say: here you go. no strings attached, they STILL wouldn't turn PE into a DA:O clone.... because that's not the point of the game!
Project Eternity is being designed to recreate the magic of the old IE games. Nostalgia IS a major, and deliberate element here. And Personally I wouldn't have bothered donating a single penny if they had announced PE as the Next hot and sexy evolutionary big thing.
Guest_EntropicAngel_*
chunkyman wrote...
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.
Like Brock said above you they have actually tried and haven't been able to get funding.Sister Goldring wrote...
Thing is it seems Obsidian WANTS to make a story heavy, isometic, old-school game. I'm sure that if they wanted to get funding for a more 'modern' project they would go get lots of cash from a publisher as you suggest.
Yes, PC plus actual companions.In Exile wrote...
Here's a question for the uninitiated (i.e., me). Since the parallel here is to PS:T and BG2, is it right to say that the story/companion approach is to have the PC + actual companions as opposed to IWD's create-your-own party?
Modifié par Morroian, 24 septembre 2012 - 02:40 .