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Eternity Avowed - Obsidian's first person action-RPG in the Pillars of Eternity setting - Early Access on February 13th - coming February 18th

Space Satan

Arcane
Vatnik
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Space Hell
GjmZJblXEAYJiEm
GjmkL1KXcAAYqi8
 

kapisi

Educated
Joined
Nov 28, 2022
Messages
239
It doesn't work because from the beginning dump stats was never bad design. In real life people have strengths and weaknesses, why would it be any different in fantasy?
Woah, dude

Dump stats is absolutely bad design - a dump stat is presumably useless, which makes dumping it an always-choice. Always-choices are meaningless and therefore bad design.

In real life people don't gimp themselves with 1 int because they are very strong. A dump stat in real life is not a weakness, it's a diagnosis.

What should a Wizard be forced to be strong and a fighter forced to be intelligent?
Why can't a wizard be strong and a fighter very intelligent?

and thinking forcing players into more choices is good design
Mr. Designer, please give me less choices, there is too much variety.
 

scytheavatar

Scholar
Joined
Sep 22, 2016
Messages
767
It doesn't work because from the beginning dump stats was never bad design. In real life people have strengths and weaknesses, why would it be any different in fantasy? What should a Wizard be forced to be strong and a fighter forced to be intelligent?

Sawyer committed the crime of designing in a white box and thinking forcing players into more choices is good design. He committed the same sin that the D&D 4E designers committed, where the idea of the theater of mind wasn't considered.
This is ultimately a game, not a simulation of reality. He wanted compelling trade-offs rather than "If you want to play this class you need to ignore these attributes and choose this." His ultimate preference would have been no attributes at all, but he had an irrational obligation to be as superficially D&D-like as possible.

Did he get compelling trade offs? All he achieved is to troll players and force them to invest into stats they don't want to invest into.
 

Harthwain

Arcane
Joined
Dec 13, 2019
Messages
5,661
It doesn't work because from the beginning dump stats was never bad design. In real life people have strengths and weaknesses, why would it be any different in fantasy? What should a Wizard be forced to be strong and a fighter forced to be intelligent?
I'd argue Troika games (as well Fallout 1 & 2 and Arcanum) did this better: you still need SOME intelligence in order to speak like an average Joe. Your number of Action Points depends on how high another stat is. You accuracy is dependent on another, etc. There are no dump stats (unlike in Baldur's Gate, where you intelligence doesn't matter if you are a fighter, even in conversations).
 

Roguey

Codex Staff
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Did he get compelling trade offs? All he achieved is to troll players and force them to invest into stats they don't want to invest into.
If you don't want the attribute, don't invest in it.

Another goal of Sawyer's was seeing to it that more non-traditional role-playing builds were viable. In D&D computer games you can come up with a non-stereotypical character concept, but the benefit of doing so is entirely in your head and the game itself punishes you for it, no human DM to accommodate you. Not so much in Pillars.
 

Butter

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Messages
8,926
It doesn't work because from the beginning dump stats was never bad design. In real life people have strengths and weaknesses, why would it be any different in fantasy? What should a Wizard be forced to be strong and a fighter forced to be intelligent?
I'd argue Troika games (as well Fallout 1 & 2 and Arcanum) did this better: you still need SOME intelligence in order to speak like an average Joe. Your number of Action Points depends on how high another stat is. You accuracy is dependent on another, etc. There are no dump stats (unlike in Baldur's Gate, where you intelligence doesn't matter if you are a fighter, even in conversations).
The difference between class-based and classless games. Dump stats are usually contextual in a class-based game, but in a classless game it means the stat is just bad.
 

kapisi

Educated
Joined
Nov 28, 2022
Messages
239
Did he get compelling trade offs? All he achieved is to troll players and force them to invest into stats they don't want to invest into.
Well, you are asking for a compelling trade-off to an optimal always-pick. The value of such trade-offs is inherently subjective.

And, adding to the real life point, there are common cases of buff scientists, smart but physically weak gangsters and the like
 

Sherry

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Shrine of Compassion
Hi.

Join in the excitement of Avowed by preparing your character with Dimitri Berman & Berto Ritger during the 5pm EST Character Creator Stream! :hug:

Pick up tips on design techniques, jank your character with hairstyles, facial features, and much, much MORE!

EAtRkf4.jpg


7DIvea1.jpg


BqtwV2Z.jpg


YPEZFku.jpg


m1iPnj9.jpg


Thanks,
Sherry
 

Nelka

Scholar
Joined
Oct 28, 2019
Messages
592
Location
Kentucky, US.
Hi.

Join in the excitement of Avowed by preparing your character with Dimitri Berman & Berto Ritger during the 5pm EST Character Creator Stream! :hug:

Pick up tips on design techniques, jank your character with hairstyles, facial features, and much, much MORE!

EAtRkf4.jpg


7DIvea1.jpg


BqtwV2Z.jpg


YPEZFku.jpg


m1iPnj9.jpg


Thanks,
Sherry

WHO WILL YOU BECOME?

Most people will probably become a fag, since you can't really create anything normal in this character creation tool.
 

Old Hans

Arcane
Joined
Oct 10, 2011
Messages
2,273
Larian sold a pre alpha with the promise of fixing it and then wrapped up BG3 with a final most rushed and buggy act that no reviewer actually played through anyway.
it had one of the most lackluster endings for an rpg ever. then they finally manage to add the proper endings, which they didnt have time to implement before release, and all the clueless fans were like "OMG LARIAN IS SO GENEROUS"
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,670
Did he get compelling trade offs? All he achieved is to troll players and force them to invest into stats they don't want to invest into.
If you don't want the attribute, don't invest in it.

Another goal of Sawyer's was seeing to it that more non-traditional role-playing builds were viable. In D&D computer games you can come up with a non-stereotypical character concept, but the benefit of doing so is entirely in your head and the game itself punishes you for it, no human DM to accommodate you. Not so much in Pillars.
There is no way that DnD 3.5 edition punished you when you roll wizard with INT 17 and STR 15.
 

Roguey

Codex Staff
Staff Member
Sawyerite
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Messages
37,175
There is no way that DnD 3.5 edition punished you when you roll wizard with INT 17 and STR 15.
High strength is good for everybody because of carry weight, but a wizard who has more strength than intelligence is a "What are you doing?" situation.
 

Takamori

Learned
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Apr 17, 2020
Messages
981
There is no way that DnD 3.5 edition punished you when you roll wizard with INT 17 and STR 15.
High strength is good for everybody because of carry weight, but a wizard who has more strength than intelligence is a "What are you doing?" situation.
Its a matter of context if is a low level adventure one shot can be quite useful and not get nuked by ray of enfeeblement right off the bat as some sadistic DMs love to do with early career wizards, now late game its pretty retarded stat choice when you can buff yourself to oblivion and wear magical items.
 

luj1

You're all shills
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Eastern block
Pillars of Eternity had bad RPG system. Basically they had no clue about why attributes should work as they are working.
And they had kinda dumb story and dumb decision. Compare PoE to Storm of Zephir, or Hordes of Underdark... PoE looks like trash with better graphic.

Yup

There were also really bizarre decisions like Endurance or "per encounter" garbage, no exp from monsters, etc.

I think Pillars was Soyer's experimental game, where he tried to reinvent stuff, but unsuccesfully...
 

Takamori

Learned
Joined
Apr 17, 2020
Messages
981
RETURN TO THE FORM 100000/10
THE GAME THAT WILL CHANGE MY LIFE FOREVER
WELL WRITTEN CHARACTERS NEVER SEEN BEFORE

Can we skip this part and go with our own lab rats already?
 

Infinitron

I post news
Patron
Staff Member
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Messages
100,552
Enjoy the Revolution! Another revolution around the sun that is. 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
I'm surprised Sherry missed this from last week: https://news.xbox.com/en-us/2025/02/07/avowed-living-lands-next-great-frontier-for-obsidian/

Avowed and the Living Lands Are the Next Great Frontier for Obsidian​


Avowed Screenshot

Summary​

  • The Living Lands in Avowed is an entirely new region to explore within the Pillar’s of Eternity universe of Eora.
  • The environmental designs feed into the ethos of player choice, with a tangible purpose for your adventure beyond expanded lore and being stunning to look at.
  • Avowed is launching February 18, 2025, for Xbox Series X|S, the Xbox app for Windows PC, Battle.net, Steam, cloud, and will be available on day one with Game Pass.

The more I learn about the Living Lands of Avowed, an island ripe with riches, mystery, and magic, the more it feels like it’s the Wild West of Eora. A frontier full of adventurers, mercenaries, and thieves, all looking to stake a claim — as a player, that’s exactly where I want to be. It projects this unique, early-modern period look and feel where it’s not quite medieval, but sophisticated enough that society is utilizing things like gunpowder and blast furnaces, with cultures developing their own distinct means of survival – much like moments in the history of our world.

In talking with the team at Obsidian, I learned that all of this is intentional in its design, giving us a look at what a new frontier would look like if it were a first-person fantasy role-playing game. Borrowing elements from our world also helps to inform the “rules” Obsidian follows for crafting a player experience within the Living Lands, turning the dials just enough to give us something wholly unique, where souls are real and gods exist – but not necessarily in a way that we think of them.
avowed_01-614232639cd9568063ca-1900x1268.jpg

“When you’re informed by those two basic facts, it guides a lot about both the kind of content you develop and the tone and flavor you give it,” explains Game Director Carrie Patel. “The flow of souls, the presence and existence of that energy, is key and core to life continuing in Eora in a way that will resonate with players who have been through Pillars of Eternity II: Deadfire. We have a traditional pantheon in the world of Pillars, and you will get glimpses of some of these gods in Avowed.”

Part of what made the Living Lands an appealing setting is the promise of having distinct environments and biomes, making you feel like you’re traversing a big, wild land.
Game Director Carrie Patel

This all feeds into the various cultures you will encounter along the way — what’s important to them (like their gods) is what gives life to the game. The Aedyrans, for example, are a nation that heavily values the ideas of rightful rule, leadership, and order – and now they’re plopped into the greatest frontier of Eora. What would it look like as they start to try and blend in with the locals? It may be a small change in their outfit or adapting to how they choose to live. This “Wild West” attracts all sorts, and rigidity may not blend very well with what’s required to survive the Living Lands.

“Someone who primarily reveres [the goddess] Woedica, values her emphasis on law, order, justice, and rightful rulership above other things. If you venerate Abydon, who is the Smith, it’s not that you don’t believe in the other gods, but you value that sense of industry, hard work, and dedication above other things. This allows us to imbue those factions and groups with certain ideals that are recognizable and help us clearly inform the player about what they’re about,” adds Patel.

I see this in the architecture and outfit design as well, and how the two feel intricately woven together. “This world has been an actual, living, breathing thing. It’s represented in the game, but it feels like it’s been like that in the development,” explains Lead Environment Artist Dennis Presnell. “It’s such an iterative process that as we go, and as our team members come up with new assets or clever ideas or storytelling, we all build upon that and stand on each other’s shoulders. All of it coalesces into something that has so much variety; a big, cohesive, authentic world.”

avowed_03-d36ff6c2578f39547e8e-1900x1268.jpg

“With all our games, and certainly with the lore of Pillars, we want to make everything intentional,” explains Patel. “Dwarves don’t need to have Scottish accents just because they do in other fantasy settings, and elves don’t need to all speak with Received Pronunciation. It’s about stripping back those tropes. One example was the idea of mountain dwarves tending to be more itinerant. Traditional dwarven societies build impressive places but then scatter and move on due to resources, personal disagreements, or political rifts. This created an interesting opportunity for us in Avowed to explore: What it would be like if one of these settlements stuck around. What would that culture be like? Why would those characters have made that decision, and what would that mean for the story?”

There’s so much to explore; there’s no way you’re going to see everything available in the first playthrough.
Game Director Carrie Patel

Much like real-life isolated island locations, such as New Zealand, Australia, or Madagascar, these places can feel alien because they’ve evolved on their own timeline, without interference from the rest of the world and its ecosystem. That’s true for the Living Lands as well. You’ll see this manifest in dramatic environments, with metaphysical and spiritual reasons to account for these differences, with hints of evidence of past civilizations that remains a mystery, and that’s a fascinating aspect of Avowed’s environments — the haunting mystery of the civilizations that came before.

“Part of what made the Living Lands an appealing setting is the promise of having distinct environments and biomes, making you feel like you’re traversing a big, wild land,” explains Patel. “In the lore of Pillars, the Living Lands is described as a strange island where you see things you don’t see anywhere else. It’s carved up by mountains and valleys, allowing for distinct biomes and climate zones to exist in proximity to one another.”
avowed_17-90b3b2a8f13f71c6d013-1900x1268.jpg

All the regions that players will explore in Avowed are entirely new and very different aesthetically. We’ve never been to the Living Lands before in any prior Pillars of Eternity game or DLC, so it has been ripe for creation and creativity from the game design team. There’s this excitement that comes with that, this sense of a living world that you are a part of rather than a world built just for you, with player choice feeding into how you choose to explore this unique world, full of nooks and crannies of hidden adventures for players to find, it all makes the world feel so much more alive.

We always want to give the player a few different ways to solve some of the problems ahead of them.
Game Director Carrie Patel

“We really wanted to build an authentic-feeling world,” explains Presnell. “Even if it’s not populated with NPCs or player characters, there’s a history there, and you’ve seen evidence of activity that makes it feel authentic. There’s so much to explore; there’s no way you’re going to see everything available in the first playthrough.”

So far, we’ve seen big chunks of Dawnshore from our hands-on experience, as well as elements of the Emerald Stair region on the Xbox Podcast last June, which is a very lush, but slightly gloomy region. And we’ve seen glimpses of Shatterscarp in other gameplay footage, which is a high desert region. This is to illustrate that the Living Lands are going to be a wild, big place of both promise and danger, and it’s something that civilization is just starting to move into. That brings both good and bad — it’s a space of conflict and transition that will be very interesting to play in and feels like a natural evolution of what Obsidian has been doing from game to game in Pillars.

“We know that whether someone is returning from having played Pillars of Eternity, or they are entirely new to the IP, the setting of the Living Lands and the story of Avowed will be new,” Patel explains. “As with any larger IP, you have this sense of connectedness with the larger world and timeline through current events and characters with experiences and perspectives. But you want to be careful that the bulk of your content is focused on the present story in this time and place. That’s where you draw the line between references and the core content that players are concerned with.”

avowed_13-652627b53a976f7b907d-1900x1268.jpg

Helping to get new players up to speed will be the in-game glossary tooltip system that lets you look up lore terms and the names of gods to help onboard you to these concepts without derailing the experience with too many explanations. As Patel notes to me, there’s been a lot of iteration and playtesting to hit that sweet spot. “We’ve done several hours of playtests through Microsoft’s user research department, focusing on clarity in mechanics, story, and player direction in the first few hours. From the prologue level, which you played, to the early Dawnshore experience, we’ve made adjustments based on feedback and played through it again. We’ve probably spent more time adjusting and tweaking the prologue than anything else.”

We really reward the player for exploring the world as much as possible. Our team is so good at telling amazing little stories for those detail-oriented enough to look for them and put the pieces together.
Lead Environment Artist Dennis Presnell

These environmental designs also have a purpose for your adventure beyond expanded lore and being stunning to look at. Early on, you are shown the various ways you can approach a situation while circumventing the environment by tapping into the power of a grimoire, setting fire to a blocked passageway. How you choose to interact with this game’s world will build upon the incredible immersion factor as you move through the Living Lands.

“We always want to give the player a few different ways to solve some of the problems ahead of them,” explains Patel. “For example, there are certain obstacles that might require fire to burn through. In combat, fire also does great damage over time. You can use it to ignite things like explosive barrels to do more damage. You could have a spell or an enchanted weapon that does fire damage. You may have Magran’s Fury, which are essentially little fire grenades you can find in the world that will do the same thing. You can also have (your companion) Kai use one of his special abilities outside of combat to burn through obstacles that require fire to continue traversing.”

And it’s not just how magic allows you to interact with this world in tangible ways. It’s also how you choose to explore the world of Eora. As Presnell shares with me, lots of attention has been given to rewarding players who choose to veer outside of the main quests or the quick path.

“It’s something I personally love in games when developers take the time to populate and world-build off the beaten path,” explains Presnell. “I’ve always checked around corners and looked over and under things, and I was overjoyed when I saw the time and care put into detailing those parts. We do so much of that in this game. We really reward the player for exploring the world as much as possible. Our team is so good at telling amazing little stories for those detail-oriented enough to look for them and put the pieces together.”

avowed_07-8d0e52a378111e36992f-1900x1268.jpg


Obsidian’s work has always stood out to me as being some of the most immersive experiences in gaming. In the last few years, we’ve seen them invest in their craft like never before and build out these wholly original universes, like with Pillars of Eternity, Pentiment, Grounded, and The Outer Worlds. They’re cooking right now like they’ve never cooked before and we’re feasting on this bounty of gaming.

It feels like this is now coalescing around Avowed, while Obsidian pushes themselves creatively to give us a new perspective to one of their most engaging and lore-rich worlds. Even though we’re on the cusp of being able to dive further into this new frontier of Eora, it still feels like they’re just getting started on telling even grander and more immersive stories than ever before. Avowed is the next great chapter for Obsidian’s rich history, their next great frontier, and I’m all aboard. Giddy up!
 

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