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Interview Josh Sawyer Pillars of Eternity Post-Release Interview at Gamasutra

Infinitron

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Tags: J.E. Sawyer; Obsidian Entertainment; Pillars of Eternity

It's not a proper postmortem, but I believe the new interview with Josh Sawyer over at Gamasutra is the first proper Pillars of Eternity post-release retrospective from an Obsidian employee. In it, he discusses the challenges of the game's development, and a little bit about what they're planning next. Here's an excerpt:

That weight of expectation wasn’t as straight forward as it might seem. Both Baldur’s Gate and Icewind Dale, and to a lesser extent both their sequels, are revered for a range of reasons, but on top of that they’re far enough in the past that nostalgia is going to warp and alter exactly what people love about them. Identifying what that core expectation is when developing something new can’t have been easy.

"It’s not a case of pure logic," Sawyer tells me. "It’s not a case of, 'This is the most logically sensible thing.' It’s that this is the thing that is sensible enough, but also feels correct from the perspective of the player. And that’s a very difficult balance to strike, but that’s what we tried to do.’

"So we still have a class-based system, and while my personal preference is for skill-based systems that don’t have classes or levels, that feels very very different from the Infinity Engine games, as they’re all Dungeons & Dragons based. So we knew from the beginning we were going to have classes, and we were going to have levels, everything like that. We tried to keep those familiar structures, but then within those structures we tried to change them in such a way that players thought it was a positive change, but wouldn’t react negatively to the fact that it had been changed."

It was here, in figuring out exactly what people were expecting and wanting from Pillars of Eternity, that their established audience of Kickstarter backers became an asset to development. Through an extensive backer beta, as well as having an open discourse with their audience from very early on in development, the team was able to ask the people most invested and excited about the game their opinions, and then iterate on those opinions where they felt it necessary.

"If a bunch of people really don’t like a system it doesn’t necessarily mean we should change it, but we do need to look at it more and make an evaluation. You can’t make everyone happy, but you can usually find something that’s enjoyable for everyone, even if there are bits and piece some people don’t like."

When it came to building the world for Pillars of Eternity, the expectations shifted dramatically. On the one hand Sawyer and his team didn’t want to stray too far from the established tone and settings of those games which had inspired Pillars, but on the other they were still making something original, that needed to feel like a new place, and a new world. I ask Sawyer whether they felt pressure to strike out in a starkly different direction, to set it apart from what came before.

"No, I don’t think so. I do think we still need to account for player familiarity. We intentionally created a setting that felt ‘Realmsy.’ It was very D&D, high fantasy. If you look at Torment: Tides of Numenera, they’re definitely doing something that feels very very different, which is great and cool, and they were very successful. But for this project we wanted to do something that was very much in the line with Baldur’s Gate and Icewind Dale, so that meant ‘Euro’ fantasy.’

"We’ve developed a world where, in the future, we can explore all of these other cultures we’ve established, which are much more non-‘Euro’, for lack of a better term." The idea being that, now that the team has established the world of Pillars with the familiar part of it, they can now use it as a spring-board into new and more unfamiliar places, knowing that they have eased the players into their setting already.

[...] Now that Pillars of Eternity has had a month out in the wild, it’s clear that it achieved what it was intended to: To create a game that tapped into the nostalgia and yearning for a game in the same vein of those great CRPGs of the late '90s and early 2000s, while still offering something new and unique. According to Sawyer, Obsidian is pleased but vigilant, still working to refine the game and address the concerns people have about things like the late-game being too easy, as well as ironing out bugs.

Looking forward, it seems like, even with Pillars' success, Obsidian is eager to go down the route of Kickstarter again -- if only to have that backer resource that proved so valuable in development. "I think the whole process of Kickstarter was very good for us," Sawyer elaborates. "I think it gave our backers a lot more insight into the process of development, even if it could sometimes be frustrating for them. But now I think they understand how it goes. We wouldn’t be opposed to using Kickstarter again in the future, and there is also the possibility of doing partial funding, such as how Shadowrun: Dragonfall did."

But for now, Obsidian is focused on the expansion to Pillars of Eternity. "It is looking incredibly beautiful. Our artists had a whole game to get back into the groove of making 2D environments, and what they’re creating, now that they’re comfortable with it again, is astonishing, and I’m really excited for people to see it."
Heh, the self-awareness shines though. Good to hear that they're addressing the late game difficulty issue.
 

Black

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it achieved what it was intended to: To create a game that tapped into the nostalgia and yearning for a game in the same vein of those great CRPGs of the late '90s and early 2000s, while still offering something new and unique.
Such as?
 

Kz3r0

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Why everytime Sawyer speaks I can only hear DERP, DERP, DERP...
 

Azeot

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"We’ve developed a world where, in the future, we can explore all of these other cultures we’ve established, which are much more non-‘Euro’
Wainting for that american fantasy next. Manifest destiny and chewing gums, but chewing gums ain't even a thing yet.
 

Kz3r0

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Of all the Kickstarter success stories, Pillars of Eternity is perhaps one of the most appropriate. Obsidian is a studio with a large fanbase due to the pedigree of its staff and a series of flawed but excellent and interesting games, including even the maligned-but-ambitious Alpha Protocol.
Usual drivel meant to make the journalist look smart, F:NV outsold FO3, which means that before Skyrim Obsidian was the developer of the most successful WRPG.
What Obsidian has done is create a CRPG that does indeed feel like those old games, yet without being shackled to them; it's nostalgic without resurrecting clumsy systems and obfuscated mechanics.
Fuck you, laughable statement on every account.
While Pillars of Eternity certainly hasn’t been simplified, what has changed is how it is all communicated: The combat makes more immediate sense, and the way the world is structured feels considerably more cohesive, perhaps because it isn’t beholden to the world of Dungeons & Dragons.
Retardness and falsehood over 9000, IT's simplified and in fact is a D&D ripoff.
Both Baldur’s Gate and Icewind Dale, and to a lesser extent both their sequels, are revered for a range of reasons, but on top of that they’re far enough in the past that nostalgia is going to warp and alter exactly what people love about them.
Yes Josh, people don't know how to play and don't know what they love, thankfully you are here to tell us.
"It’s not a case of pure logic," Sawyer tells me. "It’s not a case of, 'This is the most logically sensible thing.' It’s that this is the thing that is sensible enough, but also feels correct from the perspective of the player. And that’s a very difficult balance to strike, but that’s what we tried to do.’
This level of boneheaded nonsensical autism couldn't be achieved even if Data a Spock did a baby together.
"So we still have a class-based system, and while my personal preference is for skill-based systems
Deus Ex, PoE edition.
It was here, in figuring out exactly what people were expecting and wanting from Pillars of Eternity, that their established audience of Kickstarter backers became an asset to development. Through an extensive backer beta, as well as having an open discourse with their audience from very early on in development, the team was able to ask the people most invested and excited about the game their opinions, and then iterate on those opinions where they felt it necessary.
Sycophants and goons made PoE what it is , what a surprise.
Looking forward, it seems like, even with Pillars' success, Obsidian is eager to go down the route of Kickstarter again -- if only to have that backer resource that proved so valuable in development. "I think the whole process of Kickstarter was very good for us," Sawyer elaborates. "I think it gave our backers a lot more insight into the process of development, even if it could sometimes be frustrating for them. But now I think they understand how it goes. We wouldn’t be opposed to using Kickstarter again in the future, and there is also the possibility of doing partial funding, such as how Shadowrun: Dragonfall did."
So both Feragus and Avellone wanhted or hoped to not use Kickstarter ever again and now they are eager to use it, what has changed?
But for now, Obsidian is focused on the expansion to Pillars of Eternity. "It is looking incredibly beautiful. Our artists had a whole game to get back into the groove of making 2D environments, and what they’re creating, now that they’re comfortable with it again, is astonishing, and I’m really excited for people to see it."
At least he got what is the best amd most imposrtant thing about the game.
 

Ulrox

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So both Feragus and Avellone wanhted or hoped to not use Kickstarter ever again and now they are eager to use it, what has changed?

Good post - I'm guessing the amount of money they got from Pillars is what changed.
 

Athelas

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So both Feragus and Avellone wanhted or hoped to not use Kickstarter ever again and now they are eager to use it, what has changed?
"I don't think there is any reason for Obsidian not to approach Kickstarter again," said Avellone, "it's just that if we did, we'd want to have a compelling concept for it, so that would probably be a discussion that we had.
Shocking news: game developers like their games to be funded for free.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
So both Feragus and Avellone wanhted or hoped to not use Kickstarter ever again and now they are eager to use it, what has changed?

Good post - I'm guessing the amount of money they got from Pillars is what changed.

I don't think they ever said they didn't want to use Kickstarter. There was a point where they were saying they'd prefer to fund a new IP with it, though, rather than a PoE 2, but then they kind of hemmed and hawed on that later on (before PoE was released).

But that might still end up being the case, we'll see.
 
Last edited:

Black

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So both Feragus and Avellone wanhted or hoped to not use Kickstarter ever again and now they are eager to use it, what has changed?

Good post - I'm guessing the amount of money they got from Pillars is what changed.

I don't think they ever said they didn't want to use Kickstarter. There was a point where they were saying they'd prefer to Kickstart a new IP with it, though, rather than PoE 2, but then they kind of hemmed and hawed on that later on (before PoE was released).

But that might still end up being the case, we'll see.
Weren't you leaving in search for Jaesun?
 
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Of all the Kickstarter success stories, Pillars of Eternity is perhaps one of the most appropriate. Obsidian is a studio with a large fanbase due to the pedigree of its staff and a series of flawed but excellent and interesting games, including even the maligned-but-ambitious Alpha Protocol.
Usual drivel meant to make the journalist look smart, F:NV outsold FO3, which means that before Skyrim Obsidian was the developer of the most successful WRPG.
What Obsidian has done is create a CRPG that does indeed feel like those old games, yet without being shackled to them; it's nostalgic without resurrecting clumsy systems and obfuscated mechanics.
Fuck you, laughable statement on every account.
While Pillars of Eternity certainly hasn’t been simplified, what has changed is how it is all communicated: The combat makes more immediate sense, and the way the world is structured feels considerably more cohesive, perhaps because it isn’t beholden to the world of Dungeons & Dragons.
Retardness and falsehood over 9000, IT's simplified and in fact is a D&D ripoff.
Both Baldur’s Gate and Icewind Dale, and to a lesser extent both their sequels, are revered for a range of reasons, but on top of that they’re far enough in the past that nostalgia is going to warp and alter exactly what people love about them.
Yes Josh, people don't know how to play and don't know what they love, thankfully you are here to tell us.
"It’s not a case of pure logic," Sawyer tells me. "It’s not a case of, 'This is the most logically sensible thing.' It’s that this is the thing that is sensible enough, but also feels correct from the perspective of the player. And that’s a very difficult balance to strike, but that’s what we tried to do.’
This level of boneheaded nonsensical autism couldn't be achieved even if Data a Spock did a baby together.
"So we still have a class-based system, and while my personal preference is for skill-based systems
Deus Ex, PoE edition.
It was here, in figuring out exactly what people were expecting and wanting from Pillars of Eternity, that their established audience of Kickstarter backers became an asset to development. Through an extensive backer beta, as well as having an open discourse with their audience from very early on in development, the team was able to ask the people most invested and excited about the game their opinions, and then iterate on those opinions where they felt it necessary.
Sycophants and goons made PoE what it is , what a surprise.
Looking forward, it seems like, even with Pillars' success, Obsidian is eager to go down the route of Kickstarter again -- if only to have that backer resource that proved so valuable in development. "I think the whole process of Kickstarter was very good for us," Sawyer elaborates. "I think it gave our backers a lot more insight into the process of development, even if it could sometimes be frustrating for them. But now I think they understand how it goes. We wouldn’t be opposed to using Kickstarter again in the future, and there is also the possibility of doing partial funding, such as how Shadowrun: Dragonfall did."
So both Feragus and Avellone wanhted or hoped to not use Kickstarter ever again and now they are eager to use it, what has changed?
But for now, Obsidian is focused on the expansion to Pillars of Eternity. "It is looking incredibly beautiful. Our artists had a whole game to get back into the groove of making 2D environments, and what they’re creating, now that they’re comfortable with it again, is astonishing, and I’m really excited for people to see it."
At least he got what is the best amd most imposrtant thing about the game.
Nitpick for the nitpick god!
 
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Fuck sawyer and fuck the whole team. PoE is the prettiest dissapointment ever. Shit shit shit shit shit. Revealing Obsidian for the mediocre old farts they've become. No need ever to shove any money their way ever again.
 

Western

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Codex 2012 Codex 2014 Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Looking forward, it seems like, even with Pillars' success, Obsidian is eager to go down the route of Kickstarter again -- if only to have that backer resource that proved so valuable in development. "I think the whole process of Kickstarter was very good for us," Sawyer elaborates. "I think it gave our backers a lot more insight into the process of development, even if it could sometimes be frustrating for them. But now I think they understand how it goes. We wouldn’t be opposed to using Kickstarter again in the future, and there is also the possibility of doing partial funding, such as how Shadowrun: Dragonfall did."
So both Feragus and Avellone wanhted or hoped to not use Kickstarter ever again and now they are eager to use it, what has changed?

It looks like it won't outsell Divinity Original Sin, while the overheads for Obsidian are over 1 million per month if I recall correctly.

Reasons look pretty clear, it's time to pass the hat around on their Californian street corner.
 
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Pillars of Eternity 2: Deadfire
The Codex is becoming ridiculous!
A pretty mediocre game like Divinity gets hyped without end because you can destroy boxes, but PoE is SHIT SHIT SHIT SHIT !!!!!111 because Obsidian.
Fools!
 

Awakened_Yeti

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POE is not much worse than BG was when it came out... just mildly worse

the main issue is that D&D had been playtested for decades, while this new rules system is brand new and basically untested by comparison

also, the tacked on fortress and the lip-service text adventures pissed me off.. plus the lack of big dialog moves was surprising and lame

otherwise it was ok to play for a couple weeks
 

HiddenX

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Divinity: Original Sin Shadorwun: Hong Kong
So we still have a class-based system, and while my personal preference is for skill-based systems that don’t have classes or levels, that feels very very different from the Infinity Engine games, as they’re all Dungeons & Dragons based. So we knew from the beginning we were going to have classes, and we were going to have levels, everything like that. We tried to keep those familiar structures, but then within those structures we tried to change them in such a way that players thought it was a positive change, but wouldn’t react negatively to the fact that it had been changed.

I couldn't explain the main problem of PoE better myself.

To cater for nostalgia IE fans, they stayed with classes, but in their heart they don't wanted to make a class based game.

To cater for nostalgia IE fans, they implemented a RTwP combat system, while a turn based system could have been much better for PoE.

They did a very good job on story, quests, companions, gfx-art and GUI (something like a recreation of BG1). But world interaction, NPC schedules, faction quests (with c&c) could have been much better. The game class, skill and combat mechanics are neither fish, nor flesh, nor good red herring.
 

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