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Tags: Aarik Dorobiala; J.E. Sawyer; Obsidian Entertainment; Pillars of Eternity II: Deadfire
There was no Pillars of Eternity II Fig update last night. Instead, Josh Sawyer showed up on Obsidian's Twitch channel (along with community manager/henchman Aarik Dorobiala) for an hour-long Q&A session. I was busy freezing my ass off in a tent at the time and haven't yet watched it, but evidently it was quite interesting. I'll post the archived stream here. If you don't want to watch that, a kindly soul on Reddit has provided a transcript of the most important questions.
Some of the changes Josh intends to introduce to the Pillars of Eternity formula have been well-received on our forums while others are more controversial, but discussion has been mostly dominated by his decision to experiment with replacing the concept of per-rest abilities. With this new system, most spells and abilities will be per-encounter, but with the option to be greatly strengthened using a limited "Empower" resource that is replenishable on rest. Given the fate of the first game's experiment with per-encounter spellcasting, I expect this to be a controversial topic during the game's beta.
Moving on to today, the Fig campaign hit $2M in funding a few hours ago, unlocking the AI Customization stretch goal. The latest update announces a new stretch goal. If the campaign reaches $2.4M, the amount of voice acting in the game will be "doubled". It's not a very interesting stretch goal, but given recent events maybe that's not such a bad thing, and there's more coming up soon.
Once again, we're blown away by the support and backing we're receiving from fans of Pillars of Eternity II: Deadfire. It's a thrill for our entire development team to be able to continue to improve and add to the game as we continue to reach our crowdfunding stretch goals.
In addition to localizing Pillars II into Korean, our stretch goal announcement for $2.4 million is to place additional voice-over audio into Pillars II for a variety of characters, both adding voices to some previously unvoiced characters, and expanding voice sets for characters with already limited voices. While this won't mean every line of dialogue or text is voiced, it will significantly expand the amount of spoken-word dialogue in the Pillars II experience.
In developing Pillars II, our aim has always been to include as much voice acting as we can. Voice acting brings new depth to characters, enriching the player experience and drawing people further into the game world. With this new stretch goal, our aim is to deliver more consistent voice acting in conversations throughout your journey in the Deadfire Archipelago. Hitting this stretch goal will allow us to fully voice more conversations, more characters, and offer more player-character voice sets to choose from.
As an added bonus, we wanted to announce a new add-on for all of our campaign backers: the Pillars of Eternity hardcover guidebook, Volume II. Below is an image of the guidebook from the Pillars I campaign -- we hope our fans and backers will get as much enjoyment and knowledge from the new edition as they did from the first!
Finally, please stay tuned to the backer channel today, as we will shortly be bringing you a video from Design Director, Josh Sawyer all about multiclassing and some other nifty improvements to the core design in Pillars II!
Interestingly, when the update was published the new stretch goal was briefly for an increased level cap of 20 instead of voice acting. Not sure what happened there, but I guess now we know that's coming up too at some point.
There was no Pillars of Eternity II Fig update last night. Instead, Josh Sawyer showed up on Obsidian's Twitch channel (along with community manager/henchman Aarik Dorobiala) for an hour-long Q&A session. I was busy freezing my ass off in a tent at the time and haven't yet watched it, but evidently it was quite interesting. I'll post the archived stream here. If you don't want to watch that, a kindly soul on Reddit has provided a transcript of the most important questions.
Some of the changes Josh intends to introduce to the Pillars of Eternity formula have been well-received on our forums while others are more controversial, but discussion has been mostly dominated by his decision to experiment with replacing the concept of per-rest abilities. With this new system, most spells and abilities will be per-encounter, but with the option to be greatly strengthened using a limited "Empower" resource that is replenishable on rest. Given the fate of the first game's experiment with per-encounter spellcasting, I expect this to be a controversial topic during the game's beta.
Moving on to today, the Fig campaign hit $2M in funding a few hours ago, unlocking the AI Customization stretch goal. The latest update announces a new stretch goal. If the campaign reaches $2.4M, the amount of voice acting in the game will be "doubled". It's not a very interesting stretch goal, but given recent events maybe that's not such a bad thing, and there's more coming up soon.
Once again, we're blown away by the support and backing we're receiving from fans of Pillars of Eternity II: Deadfire. It's a thrill for our entire development team to be able to continue to improve and add to the game as we continue to reach our crowdfunding stretch goals.
In addition to localizing Pillars II into Korean, our stretch goal announcement for $2.4 million is to place additional voice-over audio into Pillars II for a variety of characters, both adding voices to some previously unvoiced characters, and expanding voice sets for characters with already limited voices. While this won't mean every line of dialogue or text is voiced, it will significantly expand the amount of spoken-word dialogue in the Pillars II experience.
In developing Pillars II, our aim has always been to include as much voice acting as we can. Voice acting brings new depth to characters, enriching the player experience and drawing people further into the game world. With this new stretch goal, our aim is to deliver more consistent voice acting in conversations throughout your journey in the Deadfire Archipelago. Hitting this stretch goal will allow us to fully voice more conversations, more characters, and offer more player-character voice sets to choose from.
As an added bonus, we wanted to announce a new add-on for all of our campaign backers: the Pillars of Eternity hardcover guidebook, Volume II. Below is an image of the guidebook from the Pillars I campaign -- we hope our fans and backers will get as much enjoyment and knowledge from the new edition as they did from the first!
Finally, please stay tuned to the backer channel today, as we will shortly be bringing you a video from Design Director, Josh Sawyer all about multiclassing and some other nifty improvements to the core design in Pillars II!