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Eternity Avowed - Obsidian's first person action-RPG in the Pillars of Eternity setting - coming February 18th

soulburner

Cipher
Joined
Sep 21, 2013
Messages
843
I like the look of the game and it seems it could be fun based on a video review I just watched. The only truly worrying piece of information was performance. There doesn't seem to be anything visually amazing to justify dropping to 30-ish fps on an RTX 3080Ti. I do not think Obsidian can magically optimize the game at this point. As a side note, Tiago Sousa of current id Software said once the reason why the new Dooms perform so well is they optimized each and every aspect of the game while implementing it (that included code, poly count and stuff). I don't think I ever saw a game get a huge performance boost in its "gold" version if at an alpha/beta stage it ran badly.
 

Shin

Cipher
Joined
Jan 5, 2015
Messages
697
This game is only 20 hours (allegedly). how am I supposed to immerse myself in Eora, as an evil wizard in only 20 hours? that is absolute poppycock
The story is only 20 hours. You could spend the other 80 hours sucking poppycock.
 

duskvile

Fabulous Optimist
Joined
Jun 3, 2023
Messages
288
I like the look of the game and it seems it could be fun based on a video review I just watched. The only truly worrying piece of information was performance. There doesn't seem to be anything visually amazing to justify dropping to 30-ish fps on an RTX 3080Ti. I do not think Obsidian can magically optimize the game at this point. As a side note, Tiago Sousa of current id Software said once the reason why the new Dooms perform so well is they optimized each and every aspect of the game while implementing it (that included code, poly count and stuff). I don't think I ever saw a game get a huge performance boost in its "gold" version if at an alpha/beta stage it ran badly.
Even Tim Sweeney was impressed by Doom Eternal cause they made engine run on single thread job. Unreal 4 wasn't that optimized by that time. Intel Pentium D 935 was able to run Doom eternal. That says everything.
Unreal 5 still has issues with out of the box performance so game dev must do they own pass.
 

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


In this episode of the Official Xbox Podcast, we head to Obsidian Entertainment to play Avowed and talk to its creators about the process and passion that goes into their games and what players can expect from their upcoming game.
 

Infinitron

I post news
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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
Aha! Josh Sawyer was lured into Avowed after all! Roguey

https://www.rpgsite.net/interview/1...idian-future-book-film-recommendations-cheese

RPG Site: In the past you mentioned how after Pillars of Eternity II you kind of were in burnout for a long time and you needed a break. I want to know what a day in your life looks like right now, and how it differs from just after Pillars II shipped when you were in that burnout phase.

Josh Sawyer:
So in the post Deadfire phase, I was not doing a lot of direct work. I wasn't doing any direct work really, so I was focusing more on playing. You know there were DLCs for Deadfire that were being developed with Brandon Adler as the director of those. The Outer Worlds was in development at that time, so I was playing those games and getting a lot of feedback on them. But I really wasn't in a mental position to come up with new ideas for games or much less do work on them or direct anything. That’s not the case now. So I am, you know, like I'm helping on Avowed. I am in an advisory role still, but I did a little bit of writing on Avowed. I've helped out with some system design and things like that.

Basically, wherever they needed help. I am doing more hands-on work there and then just thinking and talking about ideas for future projects.
 

Nirvash

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Joined
Jan 20, 2017
Messages
1,639
This game is only 20 hours (allegedly). how am I supposed to immerse myself in Eora, as an evil wizard in only 20 hours? that is absolute poppycock

Can you even be truly evil?

This looks alot like modern "sanitatized/inoffensive", a fantasy The Outer Worlds will not cut it.
 

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


https://www.gamesradar.com/games/rp...foremost-lets-bring-in-all-the-greatest-hits/

Despite the Skyrim comparisons, Avowed is an Obsidian RPG first and foremost: "Let's bring in all the greatest hits"​

Big Preview | What makes an "Obsidian RPG"? Avowed is about to answer that question

Entering Obsidian Entertainment's studio in Irvine, California, is like taking a whistle-stop tour through the developer's history. Two suits of armor from Fallout: New Vegas frame the logo lighting up the center of the entranceway – a replica of the iconic Desert Rangers' outfit from the game's cover looms over the room on one side, while the heavy, imposing plate worn by the Brotherhood of Steel stands on the other. To the left, a glass cabinet hugs the wall filled to the brim with collectibles that would be the envy of fans everywhere. From The Outer Worlds' Spacer's Choice MoonMan helmets, to special editions of Knights of the Old Republic 2, Dungeon Siege 3, Neverwinter Nights 2, and South Park: The Stick of Truth, the studio's portfolio is displayed proudly. Everything serves as a clear reminder of how many adventures the studio has brought us over the years, and how it's made a name for itself through putting variety, storytelling, worldbuilding, and choice and consequence at the forefront of its ethos.

Shortly after seeing Obsidian's past on display, I get to experience what's in store next with a demo of its upcoming RPG, Avowed. By taking us back to Pillars of Eternity's fantasy universe, Avowed is not only building on what's come before, but it's also treading new ground by incorporating flexible combat, a new parkour system, and more. While my time with the new adventure is limited to a few hours, in certain respects, it already feels like the culmination of the studio's experience.

Avowed art director Matt Hansen, who sits down for a chat during my studio visit, says that legacy gives Obsidian a sort of patchwork flexibility: "The nice thing is, with each game that we make, we can reference that thing and say, like, actually, how did Grounded handle that? Or how did they do it on The Outer Worlds? Or how did Pentiment handle that storytelling beat, or whatever? And we go, cool. We explored that there. Let's bring in all the greatest hits of that stuff, which is really satisfying, but then also remembering what our core DNA as a studio is, right?," Hansen explains. "We've got that mantra of 'your worlds your way'. We want to make sure that the player feels empowered to play the game in ways that excite them and occasionally will hopefully surprise them as well."


Play your way​


Avowed screenshot of the player character walking through a town accompanied by companion Kai

(Image credit: Xbox Game Studios)

"Your worlds, your way" begins in Avowed's character creator. With a myriad of options to bring your very own Envoy of Aedyr to life, I start altering the look of a preset character to my liking, changing up their hair, adjusting facial features, and adding scars, blemishes, and more. As my character is what's known as a Godlike – a "rare individual whose soul has been touched by the gods at birth" - I can also choose from a variety of distinctive telltale markings of my mystery deity, such as fungal mushrooms that frame their eyes, or bark that juts up from their forehead and entwines with their hair. What really makes my RPG-loving heart sing, though, is the different backgrounds you can choose from, such as an Arcane Scholar, or a Ranger – the latter of which I opt for. Not unlike The Outer Worlds' aptitudes, your choice fleshes out your personal history, but it's also reflected in your attribute points which I can reassign to my liking, too.

As character creators go, it's pretty extensive, and I love how my chosen background is almost immediately reflected in dialogue options. The ensuing prologue sees me washed up on a beach, after the beginning of my journey aboard a ship goes awry. It's here I learn Avowed's ropes – from looting axes from a poor unfortunate footsoldier who didn't make it in one piece, to finding a grimoire beside some washed up boxes, it's a nice opportunity to switch up my loadout before parkouring over debris. Even in the opening area, I'm pleased to discover there's already plenty to discover and do, with areas to explore and involved sides quests and encounters. One, for example, sees me stumble upon a prisoner who begs me to release her, even if my companion thinks I shouldn't trust her word. It's then left up to me to decide if I want to help her, or leave her behind bars. Landing on the former, the prisoner ends up joining me in battle and adding to conversations later on, which makes it feel as though my choices matter.


Avowed screenshot of the docks in the first region of Dawnshore

(Image credit: Xbox Game Studios)

But what speaks to me more is the duality of the role I have in the Living Lands and the obvious tensions that arise because of it. It's apparent, even early on, that I'm something of an outsider in the world, trying to get to the bottom of not one but two mysteries. As an Envoy of the Aedyrian empire who is sent by the emperor to investigate a mysterious plague that's spreading throughout the regions of Eora, I'm also trying to understand why I'm a Godlike and what that connection means. Plus, since being a Godlike manifests through my unique physical appearance – which unfortunately shares similarities with signs of the plague – many I encounter are wary of me, with a scout accusing me of being infected because of my markings. That kind of feedback from others in the world allows me to feel like I'm really in it, even if I don't yet know my place in it.


As game director Carrie Patel tells me, the decision to cast players as a Godlike Envoy draws from the way the team has previously approached stories in the Pillars of Eternity universe.

"There's always this really neat mix of a very grounded political story and then kind of this more mysterious, esoteric, metaphysical story about souls and past lives and the gods and all of these weirder mysteries," Patel says. "And one thing that we worked with very early on – and I remember, Kate [Dollarhyde, senior narrative designer] and I actually brainstorming for several days on the whiteboard a couple years ago – was, 'How do we give the player stakes in both of those stories and a foot in each of those worlds?"


The Living Lands​


Avowed screenshot of companion Kai fighting a lizard-like creature with a sword

(Image credit: Xbox Game Studios)

Prior to my hands-on session Patel stated that RPGs are the studio's "bread and butter", and much about Avowed speaks to the developer's past experience. Whether it be the history and lore tab brought forward from Obsidian's 2016 RPG, Tyranny (which gives you more explanation about key events, names, or references in conversation should you need it), or the option to play in either first-person or third-person like Grounded, I'm already starting to see how Avowed is like a mixture of the studio's "greatest hits", as Hansen put it. Right down, even, to the structure of the world of Eora we can explore.


Moving on to the next region, Dawnshore, I get a taste of the open zone format which has allowed the team to be more hand-crafted in their approach to every region. "We took the open zone approach with The Outer Worlds," Patel tells me, "so it was obviously a structure that we were familiar with. We knew how to build both technically and creatively in Unreal but also, I think, a couple things that it does is it allows you to create a distinct aesthetic and a distinct set of characters and story lines and kind of sense of place in each region."


In Dawnshore, just like the prologue, there's so much to see and do outside of the main quest line. I frequently experiment with my combat loadout to use the environment to my advantage – one instance, for example, sees me send out fire spells from my grimoire to trigger flammable explosives that litter the landscape of an enemy camp. Smaller side quests also draw me off the beaten path, and lead to surprising outcomes – such as the time I encounter a Dawnshore resident who needs help reclaiming their cabin, which has been invaded by lizard-like creatures known as xaurips.


Avowed screenshot of a forest environment in the Dawnshore region

(Image credit: Xbox Game Studios)

Accompanied by my blue scaly companion Kai, a mercenary soldier who sounds just like Garrus Vakkarian, the core quest tasks me with locating the Strangleroot, which seems to be a large twisty tree in a forested area where a Aedyrian ambassador seemingly got lost. But with plenty of people to meet and talk to, and smaller side quests to distract me from my goal, the sense of scale feels a little more expansive than some of The Outer Worlds' zones from what I've seen so far of the first area.


What I spend most of my time doing, though, is fighting. That's because the game's flexible combat system is a huge part of what makes Avowed stand out. With various loadouts to chop and change on the fly, from wielding wands to guns and swords and shields, to throwing out fireballs and ice from grimoires, the many options at my fingertips encourage me to experiment and mess around to find my preferred combat style. I end up opting for a two-handed great sword and bow and arrow combo, which I can switch between quickly in combat by hitting Y. While the great sword delivers heavy, satisfying blows, the trade-off is it's quite slow and I have to up my dodging game. Even each weapon's positives and negatives feed into the greater choice and consequence-leading approach of Avowed – any weapon you choose can change up how combat feels and plays.


Looking ahead​


Avowed screenshot of first-person combat with a spear against a skeleton mage, with companion Kai fighting in the background

(Image credit: Xbox Game Studios)

As someone who lives for fantasy RPGs, it feels like we've been really spoiled for choice in recent times after quite a long stretch without any major releases. With the likes of 2023's Baldur's Gate 3 and the long awaited arrival of Dragon Age: The Veilguard just last month, Avowed eyes the fantasy RPG space of 2025. I've admittedly been tentatively excited about the prospect of Obisidian's new adventure, but after my hands-on time, that excitement feels more tangible. It may not tick every single box I look for in the genre (I've always been a big fan of romance in RPGs, which Avowed doesn't feature), but just from my brief session alone, I can see how it's putting choice and consequence at the forefront in almost every respect.


Since its initial reveal back in 2020, Skyrim has become the most common point of comparison – particularly in regard to combat. But as I spend more time speaking to the team and trying out the game, it's Obsidian's hallmark approach to RPGs that shines through the most. When launch day arrives, Avowed will be releasing either side of other big RPGs – the February 18 date is flanked by the likes of Assassin's Creed Shadows and Monster Hunter Wilds. But as I leave the California studio where the upcoming adventure has spent five years in development – and where it will soon join the rows of games displayed proudly at its entrance – it's easy to see why the team is so confident Avowed will make its mark as a true "Obsidian-style" RPG.


"The really wonderful thing about the modern age as a gamer is you've always got great new stuff coming out," Patel says, "And so I don't think you're ever going to find a window where absolutely nothing is coming out and you're going to be the only one out for a month. But we're very confident that Avowed is going to stand on its own. I'm very excited about a lot of those games coming out personally, and I think that we're also [offering a] very distinct experience from them. Players who want an Obsidian style RPG, with our approach to choice and consequence and our very nuanced take on narrative are going to find exactly what they're looking for with Avowed. And the time that we've gotten in extending to February has just given us more time as a team to fix bugs and kind of do those final tuning passes."
 

Starner

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Enjoy the Revolution! Another revolution around the sun that is.
AAA companies don't want to spend money on developing internal engines anymore because they can save upfront cost using Unity/Unreal instead. It's a shame because there are a lot of internally developed engines that have great optimization. Case in point: the Fox Engine used for MGS V. That game released in a buttery smooth state. Budget rigs could run that game at a high framerate without stutters, and it still looked incredible.

At this point in AAA game development I imagine a lot of devs don't even know how to program fluently, and can get by just tinkering with their basic knowledge in the third party engines. Gun to head I doubt most of these companies would be able to assemble a team to develop an engine with immediate talent. They would probably have to hire a brand new group for that sole purpose. The people that can develop engines aren't working at game companies, there isn't money in it for them.
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
At this point in AAA game development I imagine a lot of devs don't even know how to program fluently, and can get by just tinkering with their basic knowledge in the third party engines.
To be fair, some scripting/programming knowledge is required for scripting. When it comes to Unity, at least.
 

thesecret1

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The reason why games run poorly so often is because the customer accepts it. Optimizing a game is, first and foremost, a matter of time dedicated to it, regardless of the engine used. And time costs money. Management is then faced with a decision: "we can spend another month or two optimizing the game so that it runs buttery smooth even on low-end rigs... Or we can just not do it". The more accepting the customer is of poor performance the more likely the management is to choose the latter. Same goes for bugs.
 

Starner

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Enjoy the Revolution! Another revolution around the sun that is.
At this point in AAA game development I imagine a lot of devs don't even know how to program fluently, and can get by just tinkering with their basic knowledge in the third party engines.
To be fair, some scripting/programming knowledge is required for scripting. When it comes to Unity, at least.
That's true. I didn't mean to imply there is zero programming/scripting knowledge in these devs, just that their overall skill in optimal algorithms and CS concepts are lacking.
 

Starner

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Enjoy the Revolution! Another revolution around the sun that is.
The reason why games run poorly so often is because the customer accepts it. Optimizing a game is, first and foremost, a matter of time dedicated to it, regardless of the engine used. And time costs money. Management is then faced with a decision: "we can spend another month or two optimizing the game so that it runs buttery smooth even on low-end rigs... Or we can just not do it". The more accepting the customer is of poor performance the more likely the management is to choose the latter. Same goes for bugs.
I generally agree with this. The main differing point is that I don't think it's always possible to optimize games with the current talent pool anymore. Take Cyberpunk 2077 for instance. They had 500 developers, and even after multiple years they were unable to get their game to a buttery smooth state when they poured money back into it after release.

My guess is that this comes down to the code base itself. If you have a lot of b-tier devs working on segments of the game, they are going to write inefficient code because they don't understand what algorithms or concepts to apply to the situation. In isolation this isn't a big deal, and you can throw more talented people at it later to fix it. When this issue affects all of the code being written it becomes impossible to correct. You would have to rewrite the majority of the game, and it isn't even optimizing anymore. Optimizing implies that the work done is already a decent quality with a few minor tweaks needed. Based on AAA releases lately I doubt the work done approaches decent.
 
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So naturally the first thing I do is climb to the top of the bell tower for a better view and discover some gold coins resting inside a bird’s nest. “The game anticipated I might go here; this is going to be great.”
They put some hidden item in one of the most obvious places. Almost every game with a world that you can explore does this; I'd even go so far as to say that an open game with no secrets would be quite the outlier. Not that it's a bad thing, but it's really telling that whatever journalist creature that wrote this is making it sound like a revolution in game design and player choice. Yes, the devs expected you to look around in town. If you put a tower in your game most players are going to try to climb it. Especially in a post-Ubisoft formula world. It's just dishonest to present it as a sign of a great game when it's the industry standard.
 

thesecret1

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The reason why games run poorly so often is because the customer accepts it. Optimizing a game is, first and foremost, a matter of time dedicated to it, regardless of the engine used. And time costs money. Management is then faced with a decision: "we can spend another month or two optimizing the game so that it runs buttery smooth even on low-end rigs... Or we can just not do it". The more accepting the customer is of poor performance the more likely the management is to choose the latter. Same goes for bugs.
I generally agree with this. The main differing point is that I don't think it's always possible to optimize games with the current talent pool anymore. Take Cyberpunk 2077 for instance. They had 500 developers, and even after multiple years they were unable to get their game to a buttery smooth state when they poured money back into it after release.

My guess is that this comes down to the code base itself. If you have a lot of b-tier devs working on segments of the game, they are going to write inefficient code because they don't understand what algorithms or concepts to apply to the situation. In isolation this isn't a big deal, and you can throw more talented people at it later to fix it. When this issue affects all of the code being written it becomes impossible to correct. You would have to rewrite the majority of the game, and it isn't even optimizing anymore. Optimizing implies that the work done is already a decent quality with a few minor tweaks needed. Based on AAA releases lately I doubt the work done approaches decent.
No, it's always a matter of time. The usual process is that a performance test is made, key bottlenecks are found, and the company then throws its crack team of coding veterans at it, who can pretty much work magic. The more time you give them, the more bottlenecks they can fix. Of course, SW projects in general are notoriously bad with deadlines so the usual scenario is that the vets are rushing to get some core features finished and don't have time for such things, and the management is unwilling (or in some cases even unable) to move the release date.

As for algorithmization, first of all, most of it comes with experience (the more practice you get, the better the code tends to be over time) rather than being talent-based, second of all, it's really not what causes performance issues unless we're talking some super-indie amateur projects. Far more often, it's not even a matter of code, but of content, such as (very commonly) having too many lightsources lighting an area or casting shadows (which makes engines like Unreal shit themselves) and similar crap. You then need someone to first know the engine well enough to know what the "proper" way of doing such things is, some tools to detect it because people are, naturally, going to make mistakes, or, if for some reason you NEED to do it your way, someone to go and modify the engine and solve the issue there. Bad algorithmization is trivial to catch and fix in most cases.
 

Wesp5

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Take Cyberpunk 2077 for instance. They had 500 developers, and even after multiple years they were unable to get their game to a buttery smooth state when they poured money back into it after release.

But this was not connected to the engine. Cyberpunk 2077 runs fine of a lot of system that have issues with Unreal 5! The problem probably was that they world was too big and the time for testing to short. Also I remember that this started years ago with Crysis which needed the most powerful GPUs while Carmack's engines did not. At least until he made the same error with Rage. Maybe the GPU companies NVIDIA and AMD are rather happy about unoptimized game engines ;)?
 

Dark Souls II

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In this episode of the Official Xbox Podcast, we head to Obsidian Entertainment to play Avowed and talk to its creators about the process and passion that goes into their games and what players can expect from their upcoming game.


Enemies not even noticing you and not reacting in any way just standing in place until you attack them:

2024-11-22-12-30-13-1-Eternity-Avowed-Obsidian-s-first-person-action-RPG-in-the-Pillars-of-Ete.png
2024-11-22-12-30-36-1-Eternity-Avowed-Obsidian-s-first-person-action-RPG-in-the-Pillars-of-Ete.png

This bear just stands there in place completely still, and does nothing while the player casually walks by, loots a box, and reads some journal. The bear only attacks while the player comes right at it. While we're at it, who was responsible for the briliant idea to make bears a basic enemy type (in a tropical jungle), basically an equivalent of the wolves in BG1? Bears are big and scary. In Pillars of Eternity 1 in one of the early areas there's a cave with a bear, and that bear will absolutely destroy you unless you're stealthy, or come back later after you get yourself a companion, some better items etc. Also the gameplay video later shows a fight against a boss bear, and it's just as bad. By the way, here's how fighting a bear should look and feel like, so that you can compare it to the JOKE game Avowed:



Only one enemy will attack you at a time, but we've already know this, they openly admit they are too stupid to program it any other way:

2024-11-22-12-28-58-1-Eternity-Avowed-Obsidian-s-first-person-action-RPG-in-the-Pillars-of-Ete.png

Here on the left side you might think it's just one goblin "xaurip", but it's actually two goblins who glitched into one another and they stand in one place ignoring both the player and the companion. Dragon's Dogma (2012), Dark Souls (2012), The Witcher 3 (2015) and many more, none of these games had problems with programming melee fights against multiple opponents that don't immediately throw you off by how unrealistic they look. But somehow the retards at Obsidian were unable to do that. How hard would it be, in the worst case scenario, to program enemies who just encircle you and pretend to engage you? But the retards at Obsidian had a better idea:

Enemies will just stand in a straight line and wait for their turn to be killed:

2024-11-22-12-27-28-1-Eternity-Avowed-Obsidian-s-first-person-action-RPG-in-the-Pillars-of-Ete.png

I don't even know what to say. I don't think I've seen something this dumb in any video game. And maybe you think I am being nitpicky, that this is some genius "xaurip" strategy, where two "xaurips" hide behind a "xaurip" guard with a shield. But no, all enemy type do that. You can see for yourself, when you fight two bears at a time the bears form an orderly line, one behind the other.

This crap will make Veilguard look like a masterpiece.
 
Last edited:

Gargaune

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Infinitron, I'm out of the loop, isn't it a bit early for a full-on PR assault for Avowed? The game's slated for 18.02.2025, still three months away, and coupled with these "second preview", "final preview" etc. headlines, it's coming across like Obsidian's marketing is a bit desperate to capitalise on Veilguard's fresh flop. If it were one or two publications doing a piece, whatever, but this looks like the standard press tour we get a couple of weeks ahead of release.
 

Dishonoredbr

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Aha! Josh Sawyer was lured into Avowed after all! Roguey

https://www.rpgsite.net/interview/1...idian-future-book-film-recommendations-cheese

RPG Site: In the past you mentioned how after Pillars of Eternity II you kind of were in burnout for a long time and you needed a break. I want to know what a day in your life looks like right now, and how it differs from just after Pillars II shipped when you were in that burnout phase.

Josh Sawyer:
So in the post Deadfire phase, I was not doing a lot of direct work. I wasn't doing any direct work really, so I was focusing more on playing. You know there were DLCs for Deadfire that were being developed with Brandon Adler as the director of those. The Outer Worlds was in development at that time, so I was playing those games and getting a lot of feedback on them. But I really wasn't in a mental position to come up with new ideas for games or much less do work on them or direct anything. That’s not the case now. So I am, you know, like I'm helping on Avowed. I am in an advisory role still, but I did a little bit of writing on Avowed. I've helped out with some system design and things like that.

Basically, wherever they needed help. I am doing more hands-on work there and then just thinking and talking about ideas for future projects.
Josh:
GMDGPCaWwAA1TP_.jpg
 

Dishonoredbr

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Despite the Skyrim comparisons, Avowed is an Obsidian RPG first and foremost: "Let's bring in all the greatest hits"​

Why people treat Skyrim like this Behemoth of the genre. Even if Avowed is mediocre, would still be better than fucking Skyrim. For once it seems like there's actually role playing compared to Skyrim..
 

Ryzer

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May 1, 2020
Messages
7,645

Despite the Skyrim comparisons, Avowed is an Obsidian RPG first and foremost: "Let's bring in all the greatest hits"​

Why people treat Skyrim like this Behemoth of the genre. Even if Avowed is mediocre, would still be better than fucking Skyrim. For once it seems like there's actually role playing compared to Skyrim..
Skyrim has a cool world, Avowed doesn't even have that.
 

Starner

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Enjoy the Revolution! Another revolution around the sun that is.
No, it's always a matter of time. The usual process is that a performance test is made, key bottlenecks are found, and the company then throws its crack team of coding veterans at it, who can pretty much work magic. The more time you give them, the more bottlenecks they can fix. Of course, SW projects in general are notoriously bad with deadlines so the usual scenario is that the vets are rushing to get some core features finished and don't have time for such things, and the management is unwilling (or in some cases even unable) to move the release date.

As for algorithmization, first of all, most of it comes with experience (the more practice you get, the better the code tends to be over time) rather than being talent-based, second of all, it's really not what causes performance issues unless we're talking some super-indie amateur projects. Far more often, it's not even a matter of code, but of content, such as (very commonly) having too many lightsources lighting an area or casting shadows (which makes engines like Unreal shit themselves) and similar crap. You then need someone to first know the engine well enough to know what the "proper" way of doing such things is, some tools to detect it because people are, naturally, going to make mistakes, or, if for some reason you NEED to do it your way, someone to go and modify the engine and solve the issue there. Bad algorithmization is trivial to catch and fix in most cases.
I don't believe there is a crack team of coding veterans that can work magic at these companies anymore, that is my point of contention. Sure there are probably senior devs that could fall into that designation but I doubt they are coding magicians. There has been a drop in veteran/skilled programmers in AAA game development, and it's easy to see why when the pay isn't proportionate to the knowledge required. We've seen games released in the past 6 years that were horribly optimized on launch, and for a lot of these they still run poorly after years of improvement patches. This points to something fucked up, and if it isn't the programming/scripting then as you stated it's probably the game engine's limitation or the improper usage of the engine.

Either way none of this relates to my original post that companies don't want to hire people to make internal engines anymore. It's just a tangential point.
 

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