SpaceWizardz
Liturgist
- Joined
- Sep 28, 2018
- Messages
- 1,167
Latest Elder Scrolls Online expansion looks sick, gj Obsidian!
CEO Feargus Urquhart told me that in scope Avowed is more akin to Obsidian's past RPGs like The Outer Worlds in size than it is a sprawling open world a la Skyrim, though that was actually Obsidian's initial pitch. When the developers sat down and focused on what Obsidian does best—stories and companions, in particular—the more compact scale came naturally.
- The world is lightly systemic: think water and lightning interactions, but not the ol' bucket-on-the-head trick
A real Frenchman would never misspell "renaissance".Like Baldurs Gate, but serious, with guns, rennesance at adult psychology.
Codexers talking 90% about graphics. Never change.
oh is there something else in the trailerCodexers talking 90% about graphics. Never change.
What else is there to discuss? We already know what the setting is like from the Pillars games. They've already said the combat is going to be like Skyrim, and the few seconds of combat they showed seems to confirm that.Codexers talking 90% about graphics. Never change.
CEO Feargus Urquhart told me that in scope Avowed is more akin to Obsidian's past RPGs like The Outer Worlds in size than it is a sprawling open world a la Skyrim, though that was actually Obsidian's initial pitch. When the developers sat down and focused on what Obsidian does best—stories and companions, in particular—the more compact scale came naturally.
Ugh, mandatory companions."In most of our games companions have been optional, which I think offers a wonderful degree of choice to players, but it means there's a limit to how deeply you can tie them into the core story. With Avowed we decided companions are going to be core. They're going to be part of the experience. And that means we can invest so much more in them and tie them much more closely, and personally, to the events and the parts of the world the player is encountering."
And can they die?
This time there was a pause. "You'll have to see," Patel said. Until 2024, then.
"In most of our games companions have been optional, which I think offers a wonderful degree of choice to players, but it means there's a limit to how deeply you can tie them into the core story. With Avowed we decided companions are going to be core. They're going to be part of the experience. And that means we can invest so much more in them and tie them much more closely, and personally, to the events and the parts of the world the player is encountering."
"As someone who's come through development as a narrative designer, companions are a huge part of the experience and draw for me both as a player and as a developer," Carrie Patel said. "One thing we wanted to do with Avowed was make sure the companions felt really integral to the story. In some games they're optionally recruitable, but in Avowed they're deeply tied to the story, tied to your party… we really wanted to create this sense that you're in this big wild frontier, you're going on this adventure of discovery, and you have this small but tight knit crew with you. The sense you're adventuring through the wilds together, sharing in the discovery and the danger. These people are just as much a part of your story as the larger events that you're getting in the middle of."
The way you interact with other characters in Avowed will be similar to The Outer Worlds, where your dialogue options reflect the tone you want to want to use. "We try to hit a sweet spot when we're writing dialogue options where we invest enough personality for those options to be fun and interesting, but also leave enough space around them so that the player can really invest whatever headcanon they built for their character into that option," she said.
I had to take a break from reading that article when it reminded me that the brainlet dangerhair is in charge. On second thought, who am I fooling, there is no one at Obsidian who would have done a decent job.CEO Feargus Urquhart told me that in scope Avowed is more akin to Obsidian's past RPGs like The Outer Worlds in size than it is a sprawling open world a la Skyrim, though that was actually Obsidian's initial pitch. When the developers sat down and focused on what Obsidian does best—stories and companions, in particular—the more compact scale came naturally.
"Came naturally" i.e. development was such a disaster and they lost multiple leads until they decided to scale back.
Ugh, mandatory companions."In most of our games companions have been optional, which I think offers a wonderful degree of choice to players, but it means there's a limit to how deeply you can tie them into the core story. With Avowed we decided companions are going to be core. They're going to be part of the experience. And that means we can invest so much more in them and tie them much more closely, and personally, to the events and the parts of the world the player is encountering."
You know even Planescape Torment didn't have mandatory companions.
And can they die?
This time there was a pause. "You'll have to see," Patel said. Until 2024, then.
That is, they'll be immortal unless the story kills them.
Ugh, mandatory companions."In most of our games companions have been optional, which I think offers a wonderful degree of choice to players, but it means there's a limit to how deeply you can tie them into the core story. With Avowed we decided companions are going to be core. They're going to be part of the experience. And that means we can invest so much more in them and tie them much more closely, and personally, to the events and the parts of the world the player is encountering."
You know even Planescape Torment didn't have mandatory companions.