- Joined
- May 29, 2010
- Messages
- 36,762
Roguey, talking about writers, how do you feel about Eric Fenstermaker coming on board to write Eder?
That seemed like a given to me from the start.
Roguey, talking about writers, how do you feel about Eric Fenstermaker coming on board to write Eder?
> Implying Brian has ever actually created anything.
EDIT:
Lol J_C - Your anger makes me
\/
There are many parallels:PoE was supposed to be Sawyer's PS:T
That's a shit analogy.
PoE was intentionally designed as a cookie-cutter BG successor (a franchise Sawyer didn't even particularily like) for the sake of nostalgia-bait and playing it safe, is wastly different from his dream rpg (a historical TB darklands-loveletter), and Sawyer himself wrote practically nothing besides lore and Pallegina.
His role in it was the polar opposite of MCA's "100% Free Reins Dream-RPG à la Storyfaggotry Deluxe with Übermensch Black Isle Team and a whole year spent on writing in pre-production"-PST.
If anything, New Vegas was Sawyer's PS:T.
Both had a lot of creative freedom (though Sawyer had a lot more).
Sawyer had a lot more freedom (and time) to make something that fits his taste.
Forced? That's an excuse people came up with to justify the game's shortcomings. Sawyer pitched Project Eternity in the first place. The IE revival angle, the setting, RtwP, D&D races and classes, etc were all part of it. He wanted to make a game like that, they didn't force him. There were other pitches as well (including one by Tim Cain), they didn't have to go with his either.Sure, Sawyer's dream RPG would've been "a historical TB darklands-loveletter" instead, but PS:T wasn't necessarily MCA's dream RPG either. MCA was using an existing setting, engine and ruleset. That's not "100% free rein". Sawyer had a lot more freedom (and time) to make something that fits his taste.
No, it's the exact opposite. MCA had the freedom to write whichever story he wanted as long as it was within the Planescape universe (which like all tabletop settings is built around around the idea of giving storytellers/GMs immeasurable freedom), while Sawyer was forced to make the whole game a BG-clone and ride the nostalgia-fueled kickstarter wave to ensure that the company wouldn't go under, which massively restricted the design of both setting and gameplay.
Forced? That's an excuse people came up with to justify the game's shortcomings. Sawyer pitched Project Eternity in the first place. The IE revival angle, the setting, RtwP, D&D races and classes, etc were all part of it. He wanted to make a game like that, they didn't force him. There were other pitches as well (including one by Tim Cain), they didn't have to go with his either.
They both pitched the game in the first place.
Sawyer pitched Project Eternity in the first place.
I was going to say that but I was afraid that I was not remembering correctly.They both pitched the game in the first place.
Sawyer pitched Project Eternity in the first place.
You've misremembered, "spiritual successor to the Infinity Engine games" was Adam Brennecke's pitch. Sawyer's pitch was rejected for being too weird.
He had no patience to learn how to properly interact with the UI.
How is exactly is PoE2 being casualized?Per-encounter spells for wizards, priests, and druids, and the removal of health. That was the final straw, I was already unhappy with five characters instead of six, and the replacement of good writers with mediocre/lousy ones.
> Implying Brian has ever actually created anything.
EDIT:
Lol J_C - Your anger makes me
\/
IF he lose that T to change to Immoral, it would have made an instant meme~
Sure, Sawyer's dream RPG would've been "a historical TB darklands-loveletter" instead, but PS:T wasn't necessarily MCA's dream RPG either. MCA was using an existing setting, engine and ruleset. That's not "100% free rein". Sawyer had a lot more freedom (and time) to make something that fits his taste.
No, it's the exact opposite. MCA had the freedom to write whichever story he wanted as long as it was within the Planescape universe (which like all tabletop settings is built around around the idea of giving storytellers/GMs immeasurable freedom)
They had multiple pitches for the Kickstarter itself as well. MCA said in a recent interview that he only learned about Tim Cain's pitch after he left Obsidian.You're confusing story pitches with style of game to kickstart - pitch which they all agreed on and Eric's story won over MCA's and Tim's.
What I remember is:You've misremembered, "spiritual successor to the Infinity Engine games" was Adam Brennecke's pitch. Sawyer's pitch was rejected for being too weird.
Also, no MCA writing.
According to MCA, they cut 3/4 of the content he wrote.Also, no MCA writing.
I thought PoE barely had any, didn't they cut more than half of Grieving Mom including her maze and another good chunk of Durance?
Regardless of how much he influenced the concept, there's no way Sawyer wasn't fully on board with the whole pitch and was forced to be Project Lead, Lead Designer and Lead Systems Designer, write a companion and create most of the lore. It may not be his dream RPG, but it's very much a Sawyer game.
And they did it out of spite and jealousy of MCA's work is what you want to hear.
Well, he did have the opportunity to create a brand new ruleset and setting. To be fair, the KS pitch was pretty vague, so part of the restrictions were up for the debate, and the team had a lot more pressure on them. Some argue that Sawyer had to do something like FR, use D&D classes and races, etc. Would they have got backlash if they didn't try to replicate that first and foremost? Absolutely, but the game was criticized by some for sticking too close to D&D anyway. There was no perfect solution, it was an inherent issue with the pitch.Regardless of how much he influenced the concept, there's no way Sawyer wasn't fully on board with the whole pitch and was forced to be Project Lead, Lead Designer and Lead Systems Designer, write a companion and create most of the lore. It may not be his dream RPG, but it's very much a Sawyer game.
Yeah but it didn't have the creative freedom like you suggested or more creative freedom than MCA had.
Deadfire will be more creatively free tho with less generic setting, less crowdfund promises, less tech hurdles & Sawyer is also narrative lead this time.
Eric Fenstermake. He explained the cuts in his Codex interview:Eric Fenstermaker was lead, he and/or producers and/or Josh could have cut what's going in the game.
And they did it out of spite and jealousy of MCA's work is what you want to hear.
Chris Avellone created the initial versions of Durance and the Grieving Mother, but then they were cut and passed on to you and Carrie Patel, under circumstances which remain unclear. Since they're such distinctive characters, the widespread assumption among fans is that most of their writing is still his (you seem to agree), although he's reluctant to take credit for them. Can you tell us your side of this story? What was changed about these two companions and why?
I don't know about "my side of the story." I can tell you the extent of my work on Durance. I wrote (if I'm remembering right) some of his environmental reactivity (like, for example, what does he say when he sees a dragon or the Grieving Mother drowning in a pool of blood), and then all of his banter with other companions, and his interjections into other conversations. I also gave the player an opportunity to call him out on his self-deception and hypocrisy, because it seemed to me that some players would want to, and that they might be more inclined to keep him in their party if they could, despite him being not the nicest guy. I had to make some minor edits to get everything to line up and make sense when his dialogue was pared down for length, but not a whole lot. Chris chose what to cut, and it was fairly clean - there was a layer that could be removed without losing the base of the character. Carrie's work on the Grieving Mother would've been similar, though I'm not sure the specifics.
The cuts came for length. The three limiting factors were time to implement, art resources for the dream sequences, and VO budget. There was a target length we had set upfront for all companions, and we had to stick to it. Otherwise we'd be, for example, voicing maybe one out of every six lines for Durance and the Grieving Mother, and it'd be conspicuously incongruent with the other companions, who had maybe 2/3 of their lines voiced. Unfortunately in this case it meant cutting down characters that had had a lot of research and creative energy invested in them, and there were some good ideas there that it would've been interesting to explore. It was a shitty thing to have to do, but we'd never have been able to implement the original versions in time to ship.
Yes. It's a back and forth via email, and MCA is busy with all these projects, so it'll take a while.Fairfax, I think I read some months ago about a possible MCA Codex interview. Is that still a thing?