Ismaul
Thought Criminal #3333
I disagree. I fucking love those guys and their elephant noises.Agree. But i really could live without voice acting of these guys
I disagree. I fucking love those guys and their elephant noises.Agree. But i really could live without voice acting of these guys
Josh Sawyer: 'The most compromised games I worked on were Pillars of Eternity 1 and 2'
Though he's still proud of them, Pillars of Eternity's game director would have liked them to be different.
At GDC this year, PC Gamer hosted a roundtable in which a group of veteran RPG designers came together to discuss topics ranging from whether the cinematic BioWare-style RPG is dead to the impact of Elden Ring's success. When the conversation came around to the subject of how much their games were based on what the RPG audience was looking for, versus their own personal taste, Obsidian's design director Josh Sawyer—whose design credits include Fallout: New Vegas, Pentiment, Alpha Protocol, and plenty more—went all the way back to the beginning of his career.
"I've been playing D&D since 1985," Sawyer said, "and other tabletop roleplaying games along the way. When I got into the industry in 1999 the first game that I got to work on was Icewind Dale, and so I was like, 'Yeah!' I was so stoked." He describes working on Icewind Dale and its sequel, official D&D adaptations made in the Infinity Engine just like Baldur's Gate had been before them, as an opportunity to "dump" into videogames every idea he had about D&D while playing it around a table.
Years later, he returned to that kind of top-down, party-based, real-time-with-pause CRPG with Pillars of Eternity, which raised a record-breaking $3,986,929 on Kickstarter in 2012. But he returned a different man, with different ideas about how to design an RPG.
"Honestly, I have to say it felt like the most compromised games I worked on were Pillars of Eternity 1 and 2," Sawyer said. "Because when I came back to that format, I was like, 'Oh, I worked on these two [Icewind Dale] games, and then I worked on Neverwinter Nights 2, and now I have a bunch of new ideas for how differently I would do it if I were doing it on my own.' But they were crowdfunded games and the audience was like, 'No, we want D&D, we want exactly the same experience as the Infinity Engine games.'"
The fact that backers had already paid for an RPG that, in the words of that first Kickstarter(opens in new tab), "pays homage to the great Infinity Engine games of years past", meant Sawyer felt he had to keep Pillars of Eternity retro even in places where he had better ideas. "I did feel a sense of obligation," he said, "but also I felt like I was making bad design decisions ultimately, like I was making a game worse to appeal to the sensibilities of the audience that wanted something ultra nostalgic."
That said, Sawyer doesn't consider the Pillars of Eternity games as they ended up to be failures, even if they are held back by their format rather than being "an evolution" of it. "It was a very weird experience, but I'm still proud of the games," he said.
Our RPG roundtable also included Mike Laidlaw, Strix Beltran, Lis Moberly, and Paweł Sasko. You can read more of the things they talked about, as well as listen to the whole 80-minute conversation right here.
'No, we want D&D, we want exactly the same experience as the Infinity Engine games.'"
Heh at least you got the product in the end. The Kickstarter grift is ridiculous, I paid for a game which is still in development after like four years, and for another that happens to be Black GeyserThis one really activates my almonds.Man, he really hated that kickstarter audience. Also:
'No, we want D&D, we want exactly the same experience as the Infinity Engine games.'"
He kinda fucked up that too with his stat experimentation. I truly wonder what kind of ideas I had for the game, if this wasn't one of them.
Young and naive, inexperienced in the matters of kickstarter fleecing, I got conned into dishing out some ducats for POE because it was promising to be precisely the game I wanted. And then I went to the Obsidian forums to follow the development. And gradually, one update at a time, it became apparent to me that no, this wasn't the game I wanted, the one they promised, but some other weird beast with no combat XP and muscle wizards and whatnot. And every time a reveal like that dropped, I, a paying customer who made the thing possible, went to complain on the forums and remind them that this wasn't what I was promised, only to be drowned in a sea of sycophants slurping anything that came out of Josh's asshole, asking for more, and telling me and a few other people in a state of discontent that we had no idea what we were talking about. After a while, I just told them all to fuck off and peaced out. Worst thing - couldn't even call anyone a retard in that place.
And then it launched and was so much worse than anyone could've expected. Not only did it have little to do with IE games (Baldur's Gate with PST writing my ass), it was just plain bad, boring, bloated, and buggy. But everyone on the internet was praising this mother of all ripoffs and I felt like I was losing my mind. Thankfully, I then stumbled onto Roxor's revio and discovered Codex, of which I only heard in passing before, and everything was right in the world again.
But now balance man crying that he didn't get to make the game he wanted, when he already didn't give us the game we wanted, can fuck right off again.
I think that attitude comes through now since he has been propped up by game journos and non-gamers. He doesn't have to care about unwashed plebs anymore, he is a certified artist now with Pentiment - the so-called Oscar bait game.I'm more annoyed by his patronizing attitude than anything else. "I could've given the unwashed masses the RPG of their dreams, but they would not have it." We're not talking about some game design genius here, he's the kind of guy who makes priests essential in one game, only to make them redundant in the next one. Constantly flip-flopping between design decisions and blaming the players when those decision backfire. That's what makes it annoying. Fuck you, if you wanted to make point and click adventure games instead of RPGs, you should've said so from the start.
I think he's easily impressionable and wants to enjoy the same attention Disco Whatever people did back in the dayI think that attitude comes through now since he has been propped up by game journos and non-gamers. He doesn't have to care about unwashed plebs anymore, he is a certified artist now with Pentiment - the so-called Oscar bait game.I'm more annoyed by his patronizing attitude than anything else. "I could've given the unwashed masses the RPG of their dreams, but they would not have it." We're not talking about some game design genius here, he's the kind of guy who makes priests essential in one game, only to make them redundant in the next one. Constantly flip-flopping between design decisions and blaming the players when those decision backfire. That's what makes it annoying. Fuck you, if you wanted to make point and click adventure games instead of RPGs, you should've said so from the start.
Is this his way of finally admitting that he hates RPGs? Or just another phase?
https://www.pcgamer.com/josh-sawyer...i-worked-on-were-pillars-of-eternity-1-and-2/
Josh Sawyer: 'The most compromised games I worked on were Pillars of Eternity 1 and 2'
By Jody Macgregor
published about 3 hours ago
Though he's still proud of them, Pillars of Eternity's game director would have liked them to be different.
(Image credit: Josh Sawyer, Obsidian Entertainment)
At GDC this year, PC Gamer hosted a roundtable in which a group of veteran RPG designers came together to discuss topics ranging from whether the cinematic BioWare-style RPG is dead to the impact of Elden Ring's success. When the conversation came around to the subject of how much their games were based on what the RPG audience was looking for, versus their own personal taste, Obsidian's design director Josh Sawyer—whose design credits include Fallout: New Vegas, Pentiment, Alpha Protocol, and plenty more—went all the way back to the beginning of his career.
"I've been playing D&D since 1985," Sawyer said, "and other tabletop roleplaying games along the way. When I got into the industry in 1999 the first game that I got to work on was Icewind Dale, and so I was like, 'Yeah!' I was so stoked." He describes working on Icewind Dale and its sequel, official D&D adaptations made in the Infinity Engine just like Baldur's Gate had been before them, as an opportunity to "dump" into videogames every idea he had about D&D while playing it around a table.
Years later, he returned to that kind of top-down, party-based, real-time-with-pause CRPG with Pillars of Eternity, which raised a record-breaking $3,986,929 on Kickstarter in 2012. But he returned a different man, with different ideas about how to design an RPG.
"Honestly, I have to say it felt like the most compromised games I worked on were Pillars of Eternity 1 and 2," Sawyer said. "Because when I came back to that format, I was like, 'Oh, I worked on these two [Icewind Dale] games, and then I worked on Neverwinter Nights 2, and now I have a bunch of new ideas for how differently I would do it if I were doing it on my own.' But they were crowdfunded games and the audience was like, 'No, we want D&D, we want exactly the same experience as the Infinity Engine games.'"
The fact that backers had already paid for an RPG that, in the words of that first Kickstarter(opens in new tab), "pays homage to the great Infinity Engine games of years past", meant Sawyer felt he had to keep Pillars of Eternity retro even in places where he had better ideas. "I did feel a sense of obligation," he said, "but also I felt like I was making bad design decisions ultimately, like I was making a game worse to appeal to the sensibilities of the audience that wanted something ultra nostalgic."
That said, Sawyer doesn't consider the Pillars of Eternity games as they ended up to be failures, even if they are held back by their format rather than being "an evolution" of it. "It was a very weird experience, but I'm still proud of the games," he said.
(Image credit: Obsidian Entertainment)
Our RPG roundtable also included Mike Laidlaw, Strix Beltran, Lis Moberly, and Paweł Sasko. You can read more of the things they talked about, as well as listen to the whole 80-minute conversation right here.
From design perspective it is. It keeps player engaged. First 2 hours of Deadfire is a slog with a mixture of things and you don't know what is trying to become.Looks like JS really thinks that Pentiment is a better game than both Pillars ones combined?
Sawyer is a major contributor to the nostalgia by having worked on Icewind Dale. While I can applaud him for not wanting to be a fat has-been making rehashes of the game he's done twenty years ago, it's insufferable how dismissive he is about it, as if it were some youthful indiscretion type thing. He's notoriously ungrateful, and kind of a fucking dick.Pillars 3 will be uncompromised by loud nostalgia crowd. It will be pure Sawyer.
They're so different that it's impossible to compare, unless you simply assert that side-scrolling adventure-ish walkie talkie is the superior genre to isometric RPGs.Looks like JS really thinks that Pentiment is a better game than both Pillars ones combined?
What a ludicrous bullshitter. He's pretending POE hewed close to the original IE games when the latter beat the pants off his shitty games. Maybe he should admit he couldn't match the original games instead of basically saying they sucked for a modern audience so "faithfully" aping them was a bad idea.Is this his way of finally admitting that he hates RPGs? Or just another phase?
https://www.pcgamer.com/josh-sawyer...i-worked-on-were-pillars-of-eternity-1-and-2/
Josh Sawyer: 'The most compromised games I worked on were Pillars of Eternity 1 and 2'
Though he's still proud of them, Pillars of Eternity's game director would have liked them to be different.
At GDC this year, PC Gamer hosted a roundtable in which a group of veteran RPG designers came together to discuss topics ranging from whether the cinematic BioWare-style RPG is dead to the impact of Elden Ring's success. When the conversation came around to the subject of how much their games were based on what the RPG audience was looking for, versus their own personal taste, Obsidian's design director Josh Sawyer—whose design credits include Fallout: New Vegas, Pentiment, Alpha Protocol, and plenty more—went all the way back to the beginning of his career.
"I've been playing D&D since 1985," Sawyer said, "and other tabletop roleplaying games along the way. When I got into the industry in 1999 the first game that I got to work on was Icewind Dale, and so I was like, 'Yeah!' I was so stoked." He describes working on Icewind Dale and its sequel, official D&D adaptations made in the Infinity Engine just like Baldur's Gate had been before them, as an opportunity to "dump" into videogames every idea he had about D&D while playing it around a table.
Years later, he returned to that kind of top-down, party-based, real-time-with-pause CRPG with Pillars of Eternity, which raised a record-breaking $3,986,929 on Kickstarter in 2012. But he returned a different man, with different ideas about how to design an RPG.
"Honestly, I have to say it felt like the most compromised games I worked on were Pillars of Eternity 1 and 2," Sawyer said. "Because when I came back to that format, I was like, 'Oh, I worked on these two [Icewind Dale] games, and then I worked on Neverwinter Nights 2, and now I have a bunch of new ideas for how differently I would do it if I were doing it on my own.' But they were crowdfunded games and the audience was like, 'No, we want D&D, we want exactly the same experience as the Infinity Engine games.'"
The fact that backers had already paid for an RPG that, in the words of that first Kickstarter(opens in new tab), "pays homage to the great Infinity Engine games of years past", meant Sawyer felt he had to keep Pillars of Eternity retro even in places where he had better ideas. "I did feel a sense of obligation," he said, "but also I felt like I was making bad design decisions ultimately, like I was making a game worse to appeal to the sensibilities of the audience that wanted something ultra nostalgic."
That said, Sawyer doesn't consider the Pillars of Eternity games as they ended up to be failures, even if they are held back by their format rather than being "an evolution" of it. "It was a very weird experience, but I'm still proud of the games," he said.
Our RPG roundtable also included Mike Laidlaw, Strix Beltran, Lis Moberly, and Paweł Sasko. You can read more of the things they talked about, as well as listen to the whole 80-minute conversation right here.
First it was the Battle Brother devsI think he's easily impressionable and wants to enjoy the same attention Disco Whatever people did back in the day
The problem lies even deeper - PoE isn't just "an isometric RPG". It's rooted in a combat-heavy part of isometric RPGs. The whole system is geared towards that. Which naturally lends itself more towards conflicts (combat), instead of problem-solving (by means other than combat). And I would argue that problem-solving is much more interesting, and much more RPG-oriented, than combat as such.They're so different that it's impossible to compare, unless you simply assert that side-scrolling adventure-ish walkie talkie is the superior genre to isometric RPGs.
The fact that backers had already paid for an RPG that, in the words of that first Kickstarter(opens in new tab), "pays homage to the great Infinity Engine games of years past", meant Sawyer felt he had to keep Pillars of Eternity retro even in places where he had better ideas. "I did feel a sense of obligation," he said, "but also I felt like I was making bad design decisions ultimately, like I was making a game worse to appeal to the sensibilities of the audience that wanted something ultra nostalgic."
The fact that backers had already paid for an RPG that, in the words of that first Kickstarter(opens in new tab), "pays homage to the great Infinity Engine games of years past", meant Sawyer felt he had to keep Pillars of Eternity retro even in places where he had better ideas. "I did feel a sense of obligation," he said, "but also I felt like I was making bad design decisions ultimately, like I was making a game worse to appeal to the sensibilities of the audience that wanted something ultra nostalgic."
What were these so-called bad design decisions? Because all the things people hate were his new ideas.
Is this his way of finally admitting that he hates RPGs? Or just another phase?
https://www.pcgamer.com/josh-sawyer...i-worked-on-were-pillars-of-eternity-1-and-2/
Josh Sawyer: 'The most compromised games I worked on were Pillars of Eternity 1 and 2'
Though he's still proud of them, Pillars of Eternity's game director would have liked them to be different.
At GDC this year, PC Gamer hosted a roundtable in which a group of veteran RPG designers came together to discuss topics ranging from whether the cinematic BioWare-style RPG is dead to the impact of Elden Ring's success. When the conversation came around to the subject of how much their games were based on what the RPG audience was looking for, versus their own personal taste, Obsidian's design director Josh Sawyer—whose design credits include Fallout: New Vegas, Pentiment, Alpha Protocol, and plenty more—went all the way back to the beginning of his career.
"I've been playing D&D since 1985," Sawyer said, "and other tabletop roleplaying games along the way. When I got into the industry in 1999 the first game that I got to work on was Icewind Dale, and so I was like, 'Yeah!' I was so stoked." He describes working on Icewind Dale and its sequel, official D&D adaptations made in the Infinity Engine just like Baldur's Gate had been before them, as an opportunity to "dump" into videogames every idea he had about D&D while playing it around a table.
Years later, he returned to that kind of top-down, party-based, real-time-with-pause CRPG with Pillars of Eternity, which raised a record-breaking $3,986,929 on Kickstarter in 2012. But he returned a different man, with different ideas about how to design an RPG.
"Honestly, I have to say it felt like the most compromised games I worked on were Pillars of Eternity 1 and 2," Sawyer said. "Because when I came back to that format, I was like, 'Oh, I worked on these two [Icewind Dale] games, and then I worked on Neverwinter Nights 2, and now I have a bunch of new ideas for how differently I would do it if I were doing it on my own.' But they were crowdfunded games and the audience was like, 'No, we want D&D, we want exactly the same experience as the Infinity Engine games.'"
The fact that backers had already paid for an RPG that, in the words of that first Kickstarter(opens in new tab), "pays homage to the great Infinity Engine games of years past", meant Sawyer felt he had to keep Pillars of Eternity retro even in places where he had better ideas. "I did feel a sense of obligation," he said, "but also I felt like I was making bad design decisions ultimately, like I was making a game worse to appeal to the sensibilities of the audience that wanted something ultra nostalgic."
That said, Sawyer doesn't consider the Pillars of Eternity games as they ended up to be failures, even if they are held back by their format rather than being "an evolution" of it. "It was a very weird experience, but I'm still proud of the games," he said.
Our RPG roundtable also included Mike Laidlaw, Strix Beltran, Lis Moberly, and Paweł Sasko. You can read more of the things they talked about, as well as listen to the whole 80-minute conversation right here.
Like proclaiming a bicycle to be better than a car.