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Editorial Josh Sawyer YouTube Bonanza: Villains, Class Archetypes, Icewind Dale 2 Retrospective

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Tags: Chris Avellone; Icewind Dale 2; J.E. Sawyer; Obsidian Entertainment; Pillars of Eternity

The Codex's favorite designer, Josh Sawyer, must have been bored this Sunday, because he elected to answer three questions asked of him on his Tumblr on video. The first one is about villains and how they're represented in modern fiction:

foxx-trotting asked: I notice in recent years many "popular" evil characters are written in a way so that they're too sympathetic or relatable so that their status as a villain whom the audience should not overly sympathize with is diminished. How does one write a villain or evil character in a way in which their motivations are well-defined and even sympathetic without defeating their purpose in the story?



The second one is about Pillars of Eternity, and specifically about the perceived removal of certain cherished D&D class archetypes from that game:

silkvalley asked: Do you think it is important for attributes to allow certain archetypes? For example, a clumsy and physically weak wizard, yet she deals tons of damage with her spells. The priest who's outstandingly accurate with his spells, but is not a master in sleight of hand and pickpocketing (Dexterity). Similarly, should increasing the damage he deals with spells (via attribute) also increase the number of items he can carry?



And the third is a short retrospective of Icewind Dale 2, Josh's first game as lead designer:

megagalamdraga asked: Hi Josh, if don't mind, please answer my question! Icewind Dale 2 was released more than ten years ago, it was the last Infinity Engine game and the first game that you worked on as a lead designer (as far as I know). What do you think about it in retrospect? What things would you have done differently, if you had to work on it now?



By the way. speaking of villains, Chris Avellone also participated in a podcast about them recently. I haven't listened to it yet because I've fulfilled my insanely long MCA interview quota for this month.
 

thesheeep

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Is that baseball cap just plain ugly or supposed to be a "obituary" at JewWario or are yellow caps really normal over there?

Then again, I kinda like how he looks different in every video/interview he is in. Can't even remember if he had a beard in the last video I saw with him...

Anyway... interesting answers to mostly interesting question.
 
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Jedi Exile

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So they have made IWD2 just in 10 months? That was fast, considering how big the game was. Of course, they didn't have to make everything from scratch - making PoE would take more time.
 

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If IWD2 had had a sane development time, it would probably be remembered today as the best real-time combat fantasy RPG, instead of as an also-ran curiosity. Alas.
 

Arkeus

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So they have made IWD2 just in 10 months? That was fast, considering how big the game was. Of course, they didn't have to make everything from scratch - making PoE would take more time.
Yeah, though apparently they are taking almost 30months for POE, so...
 

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I liked his thoughts on IWD2. It's fun to hear about what mistakes people have made. I feel a little less critical of it knowing some of these time limitations--designing the story in two days, for instance.

Silly that he had to mention the racism in Merchant of Venice just to stay legit in the eyes of his social justice buddies.
 

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Thanks. The first video was pretty good. I agree that when it comes down to cRPGs and player choice it is important to not only show the antagonist/villain motives but develop the character well enough so that it is possible for some players to justify their actions enough to want to side with them. Otherwise, I just end up being a do-gooder all the time.
Also, beard. He looks fine.
 
Self-Ejected

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Also, beard.
Menckenstein203.jpg
 

Ninjerk

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Looks more like gay dad.
 

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