gothfox
Liturgist
Mereczowszczyzna
this is actually very readable with cyrillic script - Mieračoŭščyna (Belarusian: Мерачоўшчына, Polish: Mereczowszczyzna).
Mereczowszczyzna
Mereczowszczyzna
this is actually very readable with cyrillic script - Mieračoŭščyna (Belarusian: Мерачоўшчына, Polish: Mereczowszczyzna).
It's not about historicity, never was and I have never talked about historicity or "realism".
That's what was being discussed and that's what you responded to, not that people demanded forgotten realms and didn't get forgotten realms.
It was not? You started to talk about the perception of history and then people continued to make arguments about the existence of certain historical objects. And right now you're appealing to historicity saying that if someone use X period like renaissance they should also include every single element of it.
This is a typical appealing to "history" and "realism". Because it is not demanding coherence on the basis of those worlds, is demanding it on the basis of our world.
These places can mix renaissance elements and medieval ones, because is neither, is a fantasy world, in another time, in another place. Of course fantasy can sometimes be closer or farther from history, this is mostly a subject of preference. But if every element needs to match 1 to 1 history, this is just historical fiction (if even). This is self evident.
"Oh, but is has elements from the 15th century, then it should have everything of that period!" Then it's not a fantasy story, it's a freaking chronic about the 15th century.
The complain here, is literally, that a setting that presented itself like a successor to a Forgotten Realms game, wasn't loyal to the spirit and tone of it.
Guns or anything like that can be a element in fantasy according to preference.
But trying to make a an argument, suggesting that they should be forced in every single fantasy for "historical" accuracy purposes is nonsense. Because it doesn't match the idea of the genre to begin with.
Can't wait to go for a swim in PoE. This guy didn't even read what he was pasting.Pillars of Eternity does seem to take environmental interactivity a bit further than The Outer Worlds too, complete with swimming capabilities.
Please no. Let him be pasting shit without reading it.The finished art style is expected to elevate what we saw in The Outer Worlds, though, with a brighter, more lively color palette
Who is the current project lead on Avowed?
Roguey seems confident it is Carrie Patel.
It's really weird, because when he says it in the clip it doesn't sound that complicated. Like something along the lines of Gregos Brenkitzeziyewich.Ha, ok I'm gonna put my amateur Polish-parsing to work on that. It's Gr-zheg-orzsh Br-zhawn-chish-che-kyay-veech.
We can say with certainty that the writing will be terrible. Everything else is speculation, but apparently they lost multiple leads during production, which suggests that there isn't a singular coherent vision for the game.Memes aside, what are the chances that this one will turn out alright? Soyer or not, I liked New Vegas but from what I understand Outer Worlds was a bit gay.
Now going back through what happened to this in the last half year.
We went from Oblivion with Guns to Outer Worlds with Swords.
Full circle, guys. Full circle.
He’s stated that he is just periodically giving feedback on design docs and game builds. He’s not directing anything on Avowed and is as far removed from the project as he gets in his current position.Roguey seems confident it is Carrie Patel.
Sawyer is overarching lead on all of the projects so he's on Avowed by default.
I guess you could say Sawyer is far removed from Avowed...if you ignore the fact that he's responsible for the entire setting, history, lore and linguistics of the game.He’s stated that he is just periodically giving feedback on design docs and game builds. He’s not directing anything on Avowed and is as far removed from the project as he gets in his current position.Roguey seems confident it is Carrie Patel.
Sawyer is overarching lead on all of the projects so he's on Avowed by default.
I guess you could say Sawyer is far removed from Avowed...if you ignore the fact that he's responsible for the entire setting, history, lore and linguistics of the game.
I.E the argument given is that guns don't fit the medieval fantasy setting
Moreover I like guns, they should be in any setting that is not historical but rather mishmash of 6th century to 16th century, which is a large part of fantasy settings.
? But he’s not (excepting linguistics)?I guess you could say Sawyer is far removed from Avowed...if you ignore the fact that he's responsible for the entire setting, history, lore and linguistics of the game.He’s stated that he is just periodically giving feedback on design docs and game builds. He’s not directing anything on Avowed and is as far removed from the project as he gets in his current position.Roguey seems confident it is Carrie Patel.
Sawyer is overarching lead on all of the projects so he's on Avowed by default.
No. I was explicit and clear that having guns or not having guns in fantasy is a matter of preference.
Not to spoil your day but forgotten realms has indeed guns in form of flintlocks and muskets even if is more a Lantan thing.I.E the argument given is that guns don't fit the medieval fantasy setting
No. I was explicit and clear that having guns or not having guns in fantasy is a matter of preference.
Before that, this discussion started with complains about guns. These complains had a point, because these people were not promised a "medieval fantasy". Something that is nebulous and vague. They were promised a successor to Baldur's Gate, something specific. With a setting that didn't have guns and didn't have the same tone.
The argument is as simple as they were promised x genre, and were given y genre.
All your said after, is irrelevant. Because that was never the point. But that people who are promised something in tone and setting, and are not delivered with it, can be understandably upset.
If guns can be in medieval fantasy or anything like that, it's completely subjective. And because of that, is normal that some people like them, and some people do not.
That's why since the beginning I already said that this was never about historic perception, because it is not. Yet you keep repeating the same over and over.
Moreover I like guns, they should be in any setting that is not historical but rather mishmash of 6th century to 16th century, which is a large part of fantasy settings.
I'm a "neutral" to guns, I'm not for them or against them, it depends for me.
But seeing how quick to push them (in specific subgenres) some people are, is not strange that other people get alarms when they are going to be included in what was labelled like a more traditional fantasy.
Fenstermaker wrote the story. The worldbuilding was done by Sawyer.? But he’s not (excepting linguistics)?I guess you could say Sawyer is far removed from Avowed...if you ignore the fact that he's responsible for the entire setting, history, lore and linguistics of the game.He’s stated that he is just periodically giving feedback on design docs and game builds. He’s not directing anything on Avowed and is as far removed from the project as he gets in his current position.Roguey seems confident it is Carrie Patel.
Sawyer is overarching lead on all of the projects so he's on Avowed by default.
The rest was mostly Fenstermaker and Ziets.
Hey Josh. What was the worldbuilding process like on Pillars of Eternity?
This could be a very long answer, but I’ll try to be succinct. In my mind, there have been three worldbuilding phases for Eora. The first one occurred during the Kickstarter for Project Eternity. The second occurred during the development of Pillars of Eternity. The third was during Deadfire.
The first phase was quite ad hoc and a little unfocused due to the extremely fast pace of the Kickstarter campaign. In that phase, the goals were largely to create something that felt generally comfortable and familiar for people who wanted a Baldur’s Gate-style experience. I would not consider it unfair if people thought of this as cynical or uninspired; I was specifically trying to meet general audience expectations. So we had folk (humans), elves, and dwarves, but also godlike (aesthetically genasi-esques), orlans, and aumaua.
There were a few shreds of integrity in me at that point, because I didn’t want to have an “evil” player race like orcs or to directly take hobbits/halflings from Tolkien.
I also pulled at various bits of historical inspiration, e.g. the Drummer of Niklashausen for St. Waidwen. I thought it would be interesting (to me, at least) to push the setting toward the equivalent of Earth’s 16th century in terms of technology and social expansion. So we had trans-oceanic exploration and colonization, firearms, mercantilism, and a lot of cross-cultural contact and conflict. Aedyran, which is effectively contemporary English, was conceived as a colonial blend of two imperial/trade languages (Eld Aedyran/Old English and Vailian/Italian-French-Occitan) with a local language (Glanfathan/Cornish-Welsh).
The second phase of worldbuilding was more structured, though I still had to deal with whatever decisions I had hastily made during the Kickstarter. Eric Fenstermaker (who wrote the main story for Pillars 1) and I worked through the implications of the Hollowborn Crisis on social trends and daily life in the Dyrwood. This phase of development was also more fundamentally materialistic in its methodology, though not enough in retrospect. I would have liked to have put more thought into the relationships between the various erldoms, their communities, and the duc in Defiance Bay. The disconnect between rural and urban Dyrwoodans does largely come out of this materialistic approach: rural communities are affected by the Hollowborn Crisis more than urban communities. This is both because more children were affected (due to proximity to the machines Thaos was using) and because rural communities’ labor pools were more dependent on local family members.
There were also certain limits I placed on technology during this phase, like limiting the ability to teleport material (including people) due to the incredible effect that would have on so many aspects of trade and culture. Its inclusion in Deadfire was only allowed after a lot of discussions of its limitations (e.g., requiring a Watcher linking adra pillars and the use of massive, expensive Vailian technology).
It seems you are correct, my apologies for the misinformation.Fenstermaker wrote the story. The worldbuilding was done by Sawyer.? But he’s not (excepting linguistics)?I guess you could say Sawyer is far removed from Avowed...if you ignore the fact that he's responsible for the entire setting, history, lore and linguistics of the game.He’s stated that he is just periodically giving feedback on design docs and game builds. He’s not directing anything on Avowed and is as far removed from the project as he gets in his current position.Roguey seems confident it is Carrie Patel.
Sawyer is overarching lead on all of the projects so he's on Avowed by default.
The rest was mostly Fenstermaker and Ziets.
https://jesawyer.tumblr.com/post/188767385726/hey-josh-what-was-the-worldbuilding-process-like
Hey Josh. What was the worldbuilding process like on Pillars of Eternity?
This could be a very long answer, but I’ll try to be succinct. In my mind, there have been three worldbuilding phases for Eora. The first one occurred during the Kickstarter for Project Eternity. The second occurred during the development of Pillars of Eternity. The third was during Deadfire.
The first phase was quite ad hoc and a little unfocused due to the extremely fast pace of the Kickstarter campaign. In that phase, the goals were largely to create something that felt generally comfortable and familiar for people who wanted a Baldur’s Gate-style experience. I would not consider it unfair if people thought of this as cynical or uninspired; I was specifically trying to meet general audience expectations. So we had folk (humans), elves, and dwarves, but also godlike (aesthetically genasi-esques), orlans, and aumaua.
There were a few shreds of integrity in me at that point, because I didn’t want to have an “evil” player race like orcs or to directly take hobbits/halflings from Tolkien.
I also pulled at various bits of historical inspiration, e.g. the Drummer of Niklashausen for St. Waidwen. I thought it would be interesting (to me, at least) to push the setting toward the equivalent of Earth’s 16th century in terms of technology and social expansion. So we had trans-oceanic exploration and colonization, firearms, mercantilism, and a lot of cross-cultural contact and conflict. Aedyran, which is effectively contemporary English, was conceived as a colonial blend of two imperial/trade languages (Eld Aedyran/Old English and Vailian/Italian-French-Occitan) with a local language (Glanfathan/Cornish-Welsh).
The second phase of worldbuilding was more structured, though I still had to deal with whatever decisions I had hastily made during the Kickstarter. Eric Fenstermaker (who wrote the main story for Pillars 1) and I worked through the implications of the Hollowborn Crisis on social trends and daily life in the Dyrwood. This phase of development was also more fundamentally materialistic in its methodology, though not enough in retrospect. I would have liked to have put more thought into the relationships between the various erldoms, their communities, and the duc in Defiance Bay. The disconnect between rural and urban Dyrwoodans does largely come out of this materialistic approach: rural communities are affected by the Hollowborn Crisis more than urban communities. This is both because more children were affected (due to proximity to the machines Thaos was using) and because rural communities’ labor pools were more dependent on local family members.
There were also certain limits I placed on technology during this phase, like limiting the ability to teleport material (including people) due to the incredible effect that would have on so many aspects of trade and culture. Its inclusion in Deadfire was only allowed after a lot of discussions of its limitations (e.g., requiring a Watcher linking adra pillars and the use of massive, expensive Vailian technology).