Crooked Bee
(no longer) a wide-wandering bee
Tags: Adam Brennecke; Kickstarter; Obsidian Entertainment; Project Eternity
As most of you know, the folks over at Obsidian Entertainment are currently running a Kickstarter campaign for an isometric party-based CRPG provisionally entitled "Project Eternity," with over $2 million already collected and 18 days still to go. For this interview, we reached out to Adam Brennecke, Project Eternity's project director, to ask him about his job, the Kickstarter campaign, and the game itself. Have a snippet:
Read the full interview: RPG Codex Interview: Adam Brennecke on Project Eternity
As most of you know, the folks over at Obsidian Entertainment are currently running a Kickstarter campaign for an isometric party-based CRPG provisionally entitled "Project Eternity," with over $2 million already collected and 18 days still to go. For this interview, we reached out to Adam Brennecke, Project Eternity's project director, to ask him about his job, the Kickstarter campaign, and the game itself. Have a snippet:
RPG Codex: When did you start preparing for the Kickstarter campaign, and what were the main points of debate and the major challenges involved in coming up with the campaign's concept? Were there any strong alternative ideas for this Kickstarter?
AB: We started working on the Kickstarter pitch a few months ago. Initially we had a brainstorming meeting with Chris Avellone, Feargus, Tim Cain, Darren Monahan, and Josh Sawyer, to toss around ideas on what we wanted to move forward with. We had a few different ideas, but one that we all were really excited about was revisiting the top-down isometric RPG, and we felt it would be a great fit for a Kickstarter too. After the meeting, I got working on the logistics of doing the Kickstarter, assembled a team, and started to prepare the pitch presentation.
There were long discussions and meetings about the name, the concept of the world, and how to pitch the game - It's been an unusual (and sometimes scary) process, since these decisions are typically made during pre-production, but we had to go public with our ideas immediately.
RPG Codex: When you say you're the point man on the project, does that mean you also oversee all systems design decisions and get to decide on the mechanics that designers suggest? What are the guidelines you have in mind when approving or rejecting the ideas that flow your way?
AB: My philosophy is to let the designers design because they are much better at it and I trust their decisions. My role is to make sure that they are staying true to the overall vision and plan. As a project director, I have a high-level view of the project across disciplines of art, design, and programming, and it's my job to make sure that all the departments are working well together. It's always a team effort though, and games are never designed by one person. It's a large collaboration from everyone on the team, and we are in constant discussion and debate to make sure we make the best game possible.
RPG Codex: Do you think it's a risk going with a "project name" rather than the game's actual name? You're getting all this publicity for "Project: Eternity" and all the google links, and then you're going to change the name. Why not just come up with the name first and get as much publicity for it as possible?
AB: Project Eternity is the best name for the game right now, and I think it's a perfect fit for the type of game we are making. It's fantasy, IE-like, and has a connection to our world. The team went through a process of trying to name the game with an actual name. However we felt that it was too difficult creatively, because the story and themes of the game are in such early stages of development. We don't want to be stuck with a name that doesn't fit the game. We put "Project" in the title to make sure people don't confuse the title with something that's final.
RPG Codex: How much of the project can we reasonably expect to see before the Kickstarter campaign is over? Do you plan on sharing anything like screenshots, tech videos, or design documents with the community, or will it be too early for that?
AB: We have more things in store for you before the Kickstarter is over, and even afterwards we plan on keeping everyone updated regularly on what we are up to on our website and forums. This is something new to us, so please give us feedback on how we are doing our updates on the Project Eternity forums. (Most of us lurk on the Codex too).
AB: We started working on the Kickstarter pitch a few months ago. Initially we had a brainstorming meeting with Chris Avellone, Feargus, Tim Cain, Darren Monahan, and Josh Sawyer, to toss around ideas on what we wanted to move forward with. We had a few different ideas, but one that we all were really excited about was revisiting the top-down isometric RPG, and we felt it would be a great fit for a Kickstarter too. After the meeting, I got working on the logistics of doing the Kickstarter, assembled a team, and started to prepare the pitch presentation.
There were long discussions and meetings about the name, the concept of the world, and how to pitch the game - It's been an unusual (and sometimes scary) process, since these decisions are typically made during pre-production, but we had to go public with our ideas immediately.
RPG Codex: When you say you're the point man on the project, does that mean you also oversee all systems design decisions and get to decide on the mechanics that designers suggest? What are the guidelines you have in mind when approving or rejecting the ideas that flow your way?
AB: My philosophy is to let the designers design because they are much better at it and I trust their decisions. My role is to make sure that they are staying true to the overall vision and plan. As a project director, I have a high-level view of the project across disciplines of art, design, and programming, and it's my job to make sure that all the departments are working well together. It's always a team effort though, and games are never designed by one person. It's a large collaboration from everyone on the team, and we are in constant discussion and debate to make sure we make the best game possible.
RPG Codex: Do you think it's a risk going with a "project name" rather than the game's actual name? You're getting all this publicity for "Project: Eternity" and all the google links, and then you're going to change the name. Why not just come up with the name first and get as much publicity for it as possible?
AB: Project Eternity is the best name for the game right now, and I think it's a perfect fit for the type of game we are making. It's fantasy, IE-like, and has a connection to our world. The team went through a process of trying to name the game with an actual name. However we felt that it was too difficult creatively, because the story and themes of the game are in such early stages of development. We don't want to be stuck with a name that doesn't fit the game. We put "Project" in the title to make sure people don't confuse the title with something that's final.
RPG Codex: How much of the project can we reasonably expect to see before the Kickstarter campaign is over? Do you plan on sharing anything like screenshots, tech videos, or design documents with the community, or will it be too early for that?
AB: We have more things in store for you before the Kickstarter is over, and even afterwards we plan on keeping everyone updated regularly on what we are up to on our website and forums. This is something new to us, so please give us feedback on how we are doing our updates on the Project Eternity forums. (Most of us lurk on the Codex too).
Read the full interview: RPG Codex Interview: Adam Brennecke on Project Eternity