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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Discussion in 'Obsidian Entertainment' started by Anthony Davis, Sep 10, 2012.

  1. Shadenuat Arcane

    Shadenuat
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    Gfted1 is one retarded moderator
     
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  2. Cursed Platypus Unwanted

    Unwanted
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    how much time has it been since the last update?
     
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  3. Duraframe300 Arcane

    Duraframe300
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    Two weeks. Next one is today/tomorrow.

    Would be nice if it was a bigger one considering it is the Kickstarter Anniversary.
     
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  4. Duraframe300 Arcane

    Duraframe300
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    AFAIK, he took personal insult at Sawyer's use of the word *degenerative*. And he doesn't seem to have calmed down on that yet.
     
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  5. Cursed Platypus Unwanted

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    One year already. Are they still releasing it on April? If so then it should be the time to show some gameplay footage.
     
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  6. Duraframe300 Arcane

    Duraframe300
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    They're now in actual production, so my guess is that we will see *something* before the end of the year. Probably Defiance Bay.
     
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  7. Arkeus Arcane

    Arkeus
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    I am really hoping it won't come before september at the earliest.
     
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  8. Duraframe300 Arcane

    Duraframe300
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    I'm hoping it won't come out after september.

    Personally expecting it to release August-September.
     
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  9. Sensuki Arcane Cuck

    Sensuki
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    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    15 people x 120K = 3.6 Million, they got 4.3 after paypal, slacker backer at some point in Oct/Nov. Take off 10% and Tax and you have 3.something - there's also the unconfirmed additional funding that has been floating about. Then there's the Obsidian/inXile deals with WL2/Torment and the Partnership with Gog.com.

    They have the budget to go for 2 years @ 15-16 employees valued at 120K each, I think the final non-intern/contract staff is slightly higher than that. They did ~ 9 months with 15 or less full-time people.

    So yeah 2 years worth of dev time should be easily in the budget.
     
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  10. imweasel Guest

    imweasel
    He hasn't totally understood what Sawyer is implementing in the game, true.

    But it doesn't change the fact that a lot of Sawyer's design is pretty retarded.

    Well, he said that gameplay in the IE games is degenerative. Not a very wise thing to say if you are supposed to be designing a spiritual successor.
     
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  11. Roguey Arcane Sawyerite

    Roguey
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  12. imweasel Guest

    imweasel
    It's only a fact if you worship everything Sawyer says.

    Gameplay in the IE games was perfectly fine other than the sleep spamming (pretty much everbody agress with this).... But the sleep spamming is not something that Sawyer wants to fix.
     
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  13. Sensuki Arcane Cuck

    Sensuki
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    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    There is a lot more abuseable stuff than sleep spamming. It's funny because I never really did any of this stuff and then I come here and realize there's a whole sea of people that either needed to/can't resist abusing IE game mechanics lol!
     
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  14. Chaotic_Heretic Dumbfuck! Dumbfuck

    Chaotic_Heretic
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    Gameplay in IE was shit. RTwP pseudo-round bullshit.

    It looked pretty though.
     
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  15. Hormalakh Magister

    Hormalakh
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    I think a lot of the criticisms of Gft1d (and many others of the forum posters) are emotional and nostalgic at the core. They don't care to look at the game mechanics critically like Sawyer does. While his implementations of solutions might not be to everyone's liking, the fact that he sees problems where others have not is already a big step. Frankly, that's why it's even worthwhile to discuss mechanics with him in the first place: he's willing to hear the arguments and think critically about mechanics.

    Also Sensuki, the budget isn't just paying salary. You have licenses to deal with, lawyers to pay (for trademarks, IP, etc), distribution centers to pay, software to purchase, backup money for the computers that go up in flames, moral boosting purchases (free pizza for the employees) when the game nears the end-point and everyone is working 18 hour days, etc etc. This is why most indies fail: they don't consider the other costs (probably why DF keeps needing more money).
     
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  16. Sensuki Arcane Cuck

    Sensuki
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    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    With a big company like Obsidian, you would expect that a lot of the things that you mention would be floated by the Company (stuff not related to development of the game). They have stated many times that all of the money will be going directly to the making of the game (ie. Salary payments for staff and perhaps Unity assets etc).

    The Unity licenses were pre-bought before the Kickstarter.

    Off-topic

    One of the Grim Dawn stretchgoals included premium developer beer hahah.
     
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  17. Jasede Prestigious Gentleman Arcane Patron

    Jasede
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    Summoning mondblut to tell you that "degenerate gameplay", such as turning in a quest, then killing the quest-giver for ph4t extra XP and more loot as he walks away is the best thing about BG.

    Trying to fix "degenerate gameplay" is like trying to fix Super Metroid by making sure to cut out every sequence break. And then you end up with Metroid Fusion.
     
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  18. mondblut Arcane

    mondblut
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    Too bad we can't reanimate them as zombie servants afterwards. That is what CRPGs must aspire to.
     
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  19. Hormalakh Magister

    Hormalakh
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    How do you think they "float" the costs? Obsidian isn't a bank. They have to consider the costs for all of this stuff plus any contingencies from the start and budget all of it under one game. They can't take budgeting away from another game and use it to pay for pizzas or a new computer for Project : Eternity.

    And unity isn't the only tool they're using. Photoshop, Maya, etc etc etc. All of these have costs. Some of them are annual licenses. Others have royalties, blah blah blah. My point is, it's more complicated than just salary. Can any devs back me up here? Anthony Davis?

    http://www.penny-arcade.com/patv/episode/so-you-want-to-be-an-indie. Not all of it pertains to Obsidian, but it's relevant. Start at 3:07 pm.
     
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  20. Sensuki Arcane Cuck

    Sensuki
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    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    I highly doubt that clerical and other miscellaneous stuff like that is assigned within a game budget. Point being that they have other income sources to float that stuff.

    They're not living off the money from Project Eternity like a lot of the smaller companies. Therefore it seems more likely that the money they got for it will cover staffing and project specific costs.
     
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  21. Azrael the cat Prestigious Gentleman Arcane

    Azrael the cat
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    I agree with some games, but it's still not something that warrants getting RAGED (or even passive-aggressive forum mod upset) about. It's clear when Sawyer uses the term that he's talking about mechanics that give perverse incentives - one can disagree about it, but it's clearly a debate about how to best implement IE style gameplay, not a rejection of it.
     
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  22. Hormalakh Magister

    Hormalakh
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    Our convo:

     
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  23. Sensuki Arcane Cuck

    Sensuki
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    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    Sounds like he's gonna be achieving his goal of minimizing the amount of people that ragequit the game due to making a shit character. Hopefully the combat is difficult to compensate though.
     
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  24. Hormalakh Magister

    Hormalakh
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    does anyone understand the difference between skills, talents, and abilities? i'm a little unclear on this.

    thanks.

    Sensuki I hope he takes this approach as opposed to respec-ing characters.
     
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  25. Sensuki Arcane Cuck

    Sensuki
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    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    he replied, but like I could have told you that, the diff has been explained many times

    Since class abilities are a mix of passive, active and modal use- talents are mechanically the same in that they are also probably a mix of passive, active and modal, but as he said they're like non-chained D&D feats.

    Skills are like D&D skills in that they can be used in context-sensual locations and checks in dialogue, but P:E skills also like F:NV skills grant a passive combat benefit to the character to try and encourage multiple character use of skills.

     
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