Crooked Bee
(no longer) a wide-wandering bee
Tags: J.E. Sawyer; Obsidian Entertainment; Pillars of Eternity
On June 17th, esteemed community member Sensuki sent a number of miscellaneous questions to Obsidian Entertainment's Josh Sawyer, project lead on the upcoming fantasy RPG Pillars of Eternity. As you may know, a backer-exclusive beta of the game is coming next month already. Now that the work on the E3 presentation and the gameplay video has been finished, Josh got back to Sensuki with the answers.
Sensuki has also added his comments to some of the replies, and incorporated a few of Sawyer's recent tumblr and forum posts into the interview where relevant. Have some snippets and then read it in full.
The full interview also discusses stances, talents, the combat idle, spell FX, the Gilded Vale location, and some other things.
On June 17th, esteemed community member Sensuki sent a number of miscellaneous questions to Obsidian Entertainment's Josh Sawyer, project lead on the upcoming fantasy RPG Pillars of Eternity. As you may know, a backer-exclusive beta of the game is coming next month already. Now that the work on the E3 presentation and the gameplay video has been finished, Josh got back to Sensuki with the answers.
Sensuki has also added his comments to some of the replies, and incorporated a few of Sawyer's recent tumblr and forum posts into the interview where relevant. Have some snippets and then read it in full.
In a recent interview with Norwegian gaming site gamer.no, Pillars of Eternity was stated to be "larger, yes, easily larger, than Icewind Dale. We're not quite up to Baldur's Gate 2 size, but it's close". What elements of Pillars of Eternity are up there with Baldur's Gate 2 specifically? (e.g. Length of the crit path, Amount of optional content, Number of Exterior Areas, Quest Complexity, etc.) How would you say you've done regarding Wilderness area scope? Which in the stretch goal thread was slated to be "slightly larger than BG2".
Number of overall areas is getting close to BG2. I think we now have over 150 maps with a healthy split between cities, dungeons, towns, and wilderness maps. I'm happy with the number of wilderness areas we have. I think there will be good content density in them and there are enough of them off the critical path that players will feel rewarded for exploring.
Sensuki: For the record, BG2 has over 275 maps in the original game. I counted them the other week in Infinity Explorer. However, BG2 has stacks of tiny interiors such as houses or child areas of main dungeon levels, so the size of the game may well be getting close to BG2.
The Stronghold update revealed that Pillars of Eternity would use an Act structure instead of a Chapter structure. The IE games used Chapters and generally had up to seven of them. An act structure is common in ARPG games because of Diablo 2, but I can't help but wonder if the use of Acts refers to literal acts in a story, such as a three-act or five-act story structure. Can you elaborate on the use of Acts instead of Chapters for PE?
Eric [Fenstermaker] chose to use acts to consciously follow the classical (Aristotelean/Horatian) concepts of an act structure within a story. His feeling was that chapters do not have the same implications of dramatic progression that acts do.
While Races will give players different bonus attributes, what kind of mechanical bonuses can players expect from choosing a Cultural Background in Pillars of Eternity?
The only mechanical bonuses currently afforded by culture are attribute modifiers and class-based starting equipment sets. We are open to modestly expanding those bonuses based on feedback.
Regarding encounter design, is there anything in Pillars of Eternity that rivals or surpasses the complexity of some of the encounters in Icewind Dale 2 (Orc Shamans beating War Drums to summon reinforcements, Goblins falling off Worgs)? Will there be pre-stealthed enemies? Are there any new scripting features that were built for PE that made things possible you couldn't do in the IE games?
Honestly, I think it will take us a while to exceed the complexity of IWD2 fights. IWD2 and BG2 were built with a lot of tried-and-true scripting functions that programmers and designers developed over previous titles and expansions. Like any other feature, AI in PoE is being built from the ground up, so we have to add layers of complexity over time.
Did any "C priority" features or assets make it into the game besides character/creature art?
I don't use C-priority on the projects I direct. I require the developers on the team to divide requests into "must have" and "would really like to have" (A/B). If by some miracle we complete everything we need and everything we would really like to have, we can discuss third string ideas. This has literally never happened. That said, we did get a healthy amount of B-content in (mostly art).
Number of overall areas is getting close to BG2. I think we now have over 150 maps with a healthy split between cities, dungeons, towns, and wilderness maps. I'm happy with the number of wilderness areas we have. I think there will be good content density in them and there are enough of them off the critical path that players will feel rewarded for exploring.
Sensuki: For the record, BG2 has over 275 maps in the original game. I counted them the other week in Infinity Explorer. However, BG2 has stacks of tiny interiors such as houses or child areas of main dungeon levels, so the size of the game may well be getting close to BG2.
The Stronghold update revealed that Pillars of Eternity would use an Act structure instead of a Chapter structure. The IE games used Chapters and generally had up to seven of them. An act structure is common in ARPG games because of Diablo 2, but I can't help but wonder if the use of Acts refers to literal acts in a story, such as a three-act or five-act story structure. Can you elaborate on the use of Acts instead of Chapters for PE?
Eric [Fenstermaker] chose to use acts to consciously follow the classical (Aristotelean/Horatian) concepts of an act structure within a story. His feeling was that chapters do not have the same implications of dramatic progression that acts do.
While Races will give players different bonus attributes, what kind of mechanical bonuses can players expect from choosing a Cultural Background in Pillars of Eternity?
The only mechanical bonuses currently afforded by culture are attribute modifiers and class-based starting equipment sets. We are open to modestly expanding those bonuses based on feedback.
Regarding encounter design, is there anything in Pillars of Eternity that rivals or surpasses the complexity of some of the encounters in Icewind Dale 2 (Orc Shamans beating War Drums to summon reinforcements, Goblins falling off Worgs)? Will there be pre-stealthed enemies? Are there any new scripting features that were built for PE that made things possible you couldn't do in the IE games?
Honestly, I think it will take us a while to exceed the complexity of IWD2 fights. IWD2 and BG2 were built with a lot of tried-and-true scripting functions that programmers and designers developed over previous titles and expansions. Like any other feature, AI in PoE is being built from the ground up, so we have to add layers of complexity over time.
Did any "C priority" features or assets make it into the game besides character/creature art?
I don't use C-priority on the projects I direct. I require the developers on the team to divide requests into "must have" and "would really like to have" (A/B). If by some miracle we complete everything we need and everything we would really like to have, we can discuss third string ideas. This has literally never happened. That said, we did get a healthy amount of B-content in (mostly art).
The full interview also discusses stances, talents, the combat idle, spell FX, the Gilded Vale location, and some other things.