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Tags: Chris Avellone; Obsidian Entertainment; Project Eternity
There's a new interview with Chris Avellone over at Gamasutra. In addition to the expected obligatory Project Eternity recap, it contains this new and interesting bit of information:
So Project Eternity actually started out as a "dungeon-based" setting? Maybe the Endless Paths aren't such a gimmick after all.
Besides that, the interview also covers such issues as the vagueness and unoriginality of many of the high profile Kickstarter successes, the possibilities for a Project Eternity sequel, the lessons Obsidian has learned with regard to narrative design, and Chris' growing admiration for emergent gameplay. You can read the entire thing here.
There's a new interview with Chris Avellone over at Gamasutra. In addition to the expected obligatory Project Eternity recap, it contains this new and interesting bit of information:
For Project Eternity, you've gone with a more traditional fantasy setting than in Torment. Was that always your intention?
CA: The way we approached it was we got Josh Sawyer, who was the project lead on Fallout: New Vegas, and we got Tim Cain, me, Feargus [Urquhart] and our other project director Adam Brennecke in a room, and we listed out all the points that we enjoyed about Infinity Engine, and notably dungeon delving, and a lot of the discussion came back to a lot of the strengths that the Forgotten Realms setting had. What they would do is they would create a lot of interesting spaces and sort of build cultures around these cool dungeons, and it was resonating with just about everybody, that they wanted a more traditional fantasy setting.
So Project Eternity actually started out as a "dungeon-based" setting? Maybe the Endless Paths aren't such a gimmick after all.
Besides that, the interview also covers such issues as the vagueness and unoriginality of many of the high profile Kickstarter successes, the possibilities for a Project Eternity sequel, the lessons Obsidian has learned with regard to narrative design, and Chris' growing admiration for emergent gameplay. You can read the entire thing here.