- Joined
- May 29, 2010
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Not the Obsidian style, they don't do Origin/Looking Glass-derived design.this is going to be an ImSim until proven otherwise.
get hyped!
Not the Obsidian style, they don't do Origin/Looking Glass-derived design.this is going to be an ImSim until proven otherwise.
get hyped!
Not the Obsidian style, they don't do Origin/Looking Glass-derived design.this is going to be an ImSim until proven otherwise.
get hyped!
I know I barely show interest in Obsidian these days, but I seriously only just realised that Kate Dollarhyde is the Lead Narrative Designer on Avowed. For some reason I thought she was working with Sawyer on his pet project.
In light of this revelation, my expectations for Avowed went from zero to *this has to be Obsidian's worst, sjw ridden game yet*.
Or maybe exactly that unholy union of Patel and Dollarhyde will turn out a good game, what the hell do I know?
Joined the studio after PoE1 released with no prior gamedev experience, now in charge of the biggest game of the studio. She must be talented af golden child and only we are not able to see it guys, come on!
When Eric Fenstermaker and Chris Avellone left Obsidian, Carrie Patel became the only narrative designer who had worked on every installment of Pillars of Eternity: the base game, the two-part White March expansion set, and Deadfire.
“I had a lot of institutional knowledge and a greater awareness of how our pipelines worked, of the Pillars tone and flavor, and what our vast lore included,” she said. “Also, because all of the other leads were incredibly busy, I was often a much easier person to approach about a lot of those questions. Writers and people from other disciplines who wanted to know something about Pillars lore or how we did things, like using our tools, would oftentimes come to me with those questions.”
Already spinning several plates as Deadfire’s game director, Sawyer took on the role of lead narrative designer. Someone had needed to fill the void left by Fenstermaker. He also wanted an opportunity to take a hand in the game’s story and characters.
Patel quickly fell into step with Sawyer, collaborating with him as she had with Fenstermaker. “I find that Josh is very reasonable and willing to hear things out, and then take those things into consideration,” she said. “For Pillars II, whenever there was a question about a big creative direction or decision that needed to be made, I'd pass it to him and say, ‘Where do you want to head on this?’ When it was something that was kind of established or understood, or if it needed more definition or something we already had an internal answer on, I'd usually follow up on it on my own.”
Sawyer gave Patel and the other narrative designers the credit for carrying the heaviest loads. He had to be more concerned with the ten-thousand-feet view out of necessity: story structure, making sure the story gave players freedom to confront moral dilemmas and respond to them in their own way, and providing opportunities for players to flex their tactical-combat muscles. “I wrote Pallegina, which is the companion I wrote in Pillars I,” said Sawyer. “I wrote Eothas, who is the main, driving force behind the plot in Deadfire. And I wrote a handful of side characters.”
In January 2018, a few months before Deadfire was due to launch, Sawyer asked Patel to meet with him in his office. He had been impressed with the creative work and responsibilities she had undertaken since joining Obsidian, especially on Deadfire. He asked if he could formally recognize her as co-lead narrative designer, a promotion that would lead to other opportunities following the completion of Pillars of Eternity II. Patel accepted.
this explains a lot.“I wrote Pallegina, which is the companion I wrote in Pillars I,” said Sawyer. “I wrote Eothas, who is the main, driving force behind the plot in Deadfire.
this DLC took about as long to make as oldsidian took to make the entirety of FNVAnd from there she directed the Peril on Gorgon DLC
Patel's climb through the ranks was documented in Beneath a Starless Sky.
Joined the studio after PoE1 released with no prior gamedev experience, now in charge of the biggest game of the studio. She must be talented af golden child and only we are not able to see it guys, come on!
Patel's climb through the ranks was documented in Beneath a Starless Sky.
When Eric Fenstermaker and Chris Avellone left Obsidian, Carrie Patel became the only narrative designer who had worked on every installment of Pillars of Eternity: the base game, the two-part White March expansion set, and Deadfire.
“I had a lot of institutional knowledge and a greater awareness of how our pipelines worked, of the Pillars tone and flavor, and what our vast lore included,” she said. “Also, because all of the other leads were incredibly busy, I was often a much easier person to approach about a lot of those questions. Writers and people from other disciplines who wanted to know something about Pillars lore or how we did things, like using our tools, would oftentimes come to me with those questions.”
Already spinning several plates as Deadfire’s game director, Sawyer took on the role of lead narrative designer. Someone had needed to fill the void left by Fenstermaker. He also wanted an opportunity to take a hand in the game’s story and characters.
Patel quickly fell into step with Sawyer, collaborating with him as she had with Fenstermaker. “I find that Josh is very reasonable and willing to hear things out, and then take those things into consideration,” she said. “For Pillars II, whenever there was a question about a big creative direction or decision that needed to be made, I'd pass it to him and say, ‘Where do you want to head on this?’ When it was something that was kind of established or understood, or if it needed more definition or something we already had an internal answer on, I'd usually follow up on it on my own.”
Sawyer gave Patel and the other narrative designers the credit for carrying the heaviest loads. He had to be more concerned with the ten-thousand-feet view out of necessity: story structure, making sure the story gave players freedom to confront moral dilemmas and respond to them in their own way, and providing opportunities for players to flex their tactical-combat muscles. “I wrote Pallegina, which is the companion I wrote in Pillars I,” said Sawyer. “I wrote Eothas, who is the main, driving force behind the plot in Deadfire. And I wrote a handful of side characters.”
In January 2018, a few months before Deadfire was due to launch, Sawyer asked Patel to meet with him in his office. He had been impressed with the creative work and responsibilities she had undertaken since joining Obsidian, especially on Deadfire. He asked if he could formally recognize her as co-lead narrative designer, a promotion that would lead to other opportunities following the completion of Pillars of Eternity II. Patel accepted.
And from there she directed the Peril on Gorgon DLC and was considered good enough to replace Parker once he pratfalled in front of Microsoft.
What’s this now?was considered good enough to replace Parker once he pratfalled in front of Microsoft.
I was talking about Kate D's climb, or leap. I shoulda said "in charge of narrative" instead.
As far as I know she wrote some of the good parts of Deadlife like Fort Deadlight. Do you know any other parts she wrote?
What’s this now?
Considering that the industry veterans keep failing, I am not at all surprised with this change. I am curious what the result will be, but considering how their latest project turned out (and believing the problems behind it was highly cultural in nature) I have no hopes and no expectations whatsoever. As long as developers aren't putting gaming first and foremost it is not likely something good will come out of it.Joined the studio after PoE1 released with no prior gamedev experience, now in charge of the biggest game of the studio. She must be talented af golden child and only we are not able to see it guys, come on! :D
Joined the studio after PoE1 released with no prior gamedev experience, now in charge of the biggest game of the studio. She must be talented af golden child and only we are not able to see it guys, come on!
Patel's climb through the ranks was documented in Beneath a Starless Sky.
When Eric Fenstermaker and Chris Avellone left Obsidian, Carrie Patel became the only narrative designer who had worked on every installment of Pillars of Eternity: the base game, the two-part White March expansion set, and Deadfire.
“I had a lot of institutional knowledge and a greater awareness of how our pipelines worked, of the Pillars tone and flavor, and what our vast lore included,” she said. “Also, because all of the other leads were incredibly busy, I was often a much easier person to approach about a lot of those questions. Writers and people from other disciplines who wanted to know something about Pillars lore or how we did things, like using our tools, would oftentimes come to me with those questions.”
Already spinning several plates as Deadfire’s game director, Sawyer took on the role of lead narrative designer. Someone had needed to fill the void left by Fenstermaker. He also wanted an opportunity to take a hand in the game’s story and characters.
Patel quickly fell into step with Sawyer, collaborating with him as she had with Fenstermaker. “I find that Josh is very reasonable and willing to hear things out, and then take those things into consideration,” she said. “For Pillars II, whenever there was a question about a big creative direction or decision that needed to be made, I'd pass it to him and say, ‘Where do you want to head on this?’ When it was something that was kind of established or understood, or if it needed more definition or something we already had an internal answer on, I'd usually follow up on it on my own.”
Sawyer gave Patel and the other narrative designers the credit for carrying the heaviest loads. He had to be more concerned with the ten-thousand-feet view out of necessity: story structure, making sure the story gave players freedom to confront moral dilemmas and respond to them in their own way, and providing opportunities for players to flex their tactical-combat muscles. “I wrote Pallegina, which is the companion I wrote in Pillars I,” said Sawyer. “I wrote Eothas, who is the main, driving force behind the plot in Deadfire. And I wrote a handful of side characters.”
In January 2018, a few months before Deadfire was due to launch, Sawyer asked Patel to meet with him in his office. He had been impressed with the creative work and responsibilities she had undertaken since joining Obsidian, especially on Deadfire. He asked if he could formally recognize her as co-lead narrative designer, a promotion that would lead to other opportunities following the completion of Pillars of Eternity II. Patel accepted.
And from there she directed the Peril on Gorgon DLC and was considered good enough to replace Parker once he pratfalled in front of Microsoft.
how do you think people who have nothing to do with videogames even get hired at these places to begin with?How does the good ol’ boy structure of the founders coexist with the SJW retards of nuObsidian I wonder? Why would they hire these dangerhairs over their fellow white men, and even promote them? Feargus doesn’t strike me as that progressive. Patel and Dollahyde fucking blow, is there truly no one else at Obsidian capable of stepping up now?
Considering that the industry veterans keep failing, I am not at all surprised with this change. I am curious what the result will be, but considering how their latest project turned out (and believing the problems behind it was highly cultural in nature) I have no hopes and no expectations whatsoever. As long as developers aren't putting gaming first and foremost it is not likely something good will come out of it.Joined the studio after PoE1 released with no prior gamedev experience, now in charge of the biggest game of the studio. She must be talented af golden child and only we are not able to see it guys, come on! :D
She has some sort of hand fetish? Massage dorf fag, sword talks about hands all the time, Rekke don't speak proper human language so probably used gestures too.Dollarhyde wrote Rekke, Konstanten, and Modwyr.
Not the Obsidian style, they don't do Origin/Looking Glass-derived design.
The "good ole boys" are their own clique within Obsidian. They don't make games anymore. But they want to look like they do without actually caring who makes the games now. They sit around the office and play video games whilst the dangerhairs all make the game with no supervision.How does the good ol’ boy structure of the founders coexist with the SJW retards of nuObsidian I wonder? Why would they hire these dangerhairs over their fellow white men, and even promote them? Feargus doesn’t strike me as that progressive. Patel and Dollahyde fucking blow, is there truly no one else at Obsidian capable of stepping up now?