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Tags: Eric Fenstermaker; Obsidian Entertainment; Pillars of Eternity; Pillars of Eternity: The White March
Obsidian Entertainment's Pillars of Eternity has been a controversial game on the Codex, and there's probably no aspect of it that hasn't been discussed to death. To a large extent, discussion of the game has been driven by the online commentary of its director and lead designer, Josh Sawyer, whose opinion on all things is easily solicited on his Tumblr Q&A page. But dominant as he is, Josh couldn't have been responsible for everything that mattered in Pillars of Eternity. His response to a particular question that I asked back in November finally convinced me that we needed to look further to get in-depth answers on the topic of the game's narrative.
That's why after the end of the winter holidays, I asked Crooked Bee to establish contact with Obsidian and set up an interview with Eric Fenstermaker, Pillars of Eternity's Lead Narrative Designer and Lead Writer. Eric is a Harvard-educated computer science graduate who has been employed at Obsidian since 2005, playing key roles on games such as Neverwinter Nights 2: Mask of the Betrayer and Fallout: New Vegas. Some people in the industry have described him as a genius, although he's never managed to occupy the spotlight the way George Ziets has, to say nothing of Chris Avellone.
To my knowledge, this is the first real interview with Eric about Pillars of Eternity that's ever been done, and we made sure to make the most of it. It took him over a month, but he managed to answer all of our questions too. All 27 of them! Here's one of them:
Read the full article: RPG Codex Interview: Eric Fenstermaker on Pillars of Eternity
Obsidian Entertainment's Pillars of Eternity has been a controversial game on the Codex, and there's probably no aspect of it that hasn't been discussed to death. To a large extent, discussion of the game has been driven by the online commentary of its director and lead designer, Josh Sawyer, whose opinion on all things is easily solicited on his Tumblr Q&A page. But dominant as he is, Josh couldn't have been responsible for everything that mattered in Pillars of Eternity. His response to a particular question that I asked back in November finally convinced me that we needed to look further to get in-depth answers on the topic of the game's narrative.
That's why after the end of the winter holidays, I asked Crooked Bee to establish contact with Obsidian and set up an interview with Eric Fenstermaker, Pillars of Eternity's Lead Narrative Designer and Lead Writer. Eric is a Harvard-educated computer science graduate who has been employed at Obsidian since 2005, playing key roles on games such as Neverwinter Nights 2: Mask of the Betrayer and Fallout: New Vegas. Some people in the industry have described him as a genius, although he's never managed to occupy the spotlight the way George Ziets has, to say nothing of Chris Avellone.
To my knowledge, this is the first real interview with Eric about Pillars of Eternity that's ever been done, and we made sure to make the most of it. It took him over a month, but he managed to answer all of our questions too. All 27 of them! Here's one of them:
Josh Sawyer and Adam Brennecke have tended to downplay the significance of any content that may have been cut from the final version of Pillars of Eternity. Do you feel the same way? Is there any cut content you'd like to tell us about?
I'm not sure what the question is referring to regarding Adam and Josh. We made cuts. Some of the cuts made me sad. But they had to be made or the game wouldn't have gotten done.
Two big ones had a substantial impact on the story, although both happened early-ish in production, so the content was never built. One was that we cut the next-to-last level of the game - or rather compressed it down to a single map, which contained little content. (This is Breith Eaman, the prison.) That cut hurt pacing quite a bit. The end came up very abruptly. I'd have loved to spend more time at least doing some more repairs to that part of the story, but that wasn't possible. The time just wasn’t there, and I think I also underestimated the impact. Ultimately, when you are told you have to cut something in the story, you have to be prepared for that and have some answers. In this case, I was able to stitch everything back together so that at least it all made sense, but I'd have liked to have gone back and seen if there was a better way to solve the problem.
The other one was that we wanted to branch the middle of the plot. Some people have expressed frustration at the player's inability to influence the outcome at the ducal palace. Well, originally, we'd wanted the player to be able to do that. But it meant building two versions of the third act, and that's extremely expensive. That cut made me sad, but there was no practical argument to be made for keeping it. It was a clean cut that saved a ton of time and made our schedule semi-workable. Had to be done. Conceivably we might've allowed the player to save the duc without doing a major branching of the story, but even that would've required more time than we had. The game was delayed as it was, so there really wasn't room to add anything. As a developer at the end of a project, I think it's almost inevitable to find yourself thinking "man, the things I might've done with a couple more weeks." You're Liam Neeson at the end of Schindler's List, wishing you could have done more.
I'm not sure what the question is referring to regarding Adam and Josh. We made cuts. Some of the cuts made me sad. But they had to be made or the game wouldn't have gotten done.
Two big ones had a substantial impact on the story, although both happened early-ish in production, so the content was never built. One was that we cut the next-to-last level of the game - or rather compressed it down to a single map, which contained little content. (This is Breith Eaman, the prison.) That cut hurt pacing quite a bit. The end came up very abruptly. I'd have loved to spend more time at least doing some more repairs to that part of the story, but that wasn't possible. The time just wasn’t there, and I think I also underestimated the impact. Ultimately, when you are told you have to cut something in the story, you have to be prepared for that and have some answers. In this case, I was able to stitch everything back together so that at least it all made sense, but I'd have liked to have gone back and seen if there was a better way to solve the problem.
The other one was that we wanted to branch the middle of the plot. Some people have expressed frustration at the player's inability to influence the outcome at the ducal palace. Well, originally, we'd wanted the player to be able to do that. But it meant building two versions of the third act, and that's extremely expensive. That cut made me sad, but there was no practical argument to be made for keeping it. It was a clean cut that saved a ton of time and made our schedule semi-workable. Had to be done. Conceivably we might've allowed the player to save the duc without doing a major branching of the story, but even that would've required more time than we had. The game was delayed as it was, so there really wasn't room to add anything. As a developer at the end of a project, I think it's almost inevitable to find yourself thinking "man, the things I might've done with a couple more weeks." You're Liam Neeson at the end of Schindler's List, wishing you could have done more.
Read the full article: RPG Codex Interview: Eric Fenstermaker on Pillars of Eternity