luj1
You're all shills
He needs to return (to get some attention)
Well, now Microsoft owns both Bethesda and Obsidian. And Bethesda had a humbling launch, as well as a few primadona departures, which might make them more available for cooperation.Why talk about it (New Vegas), it's completely out of his hands.
Full voice acting happened mid-development and had no bearing on how much text there was (Deadfire actually has a higher word count than PoE, 900,000 vs 600,000)PoE 2 was only more bearable because the voice acting greatly reduced the amount of crappy text.
It's the result of designing-by-committee with the objective "it has to be deep and philosophical. Like PST".I have no idea who this pseudo-philosophical crap they produced was aimed at.
I have a confession to make, I actually wouldn't mind a PoE3, I always liked PoE's lore. Sadly, they'll probably have pink colored side haircut writers for the main story, and companions, too busy jerking about "modern gayming audiences" rather than developing an actual plot.
Asked once again about Pillars of Eternity 3, Obsidian RPG veteran Josh Sawyer shares what Baldur's Gate 3 features he'd like to riff on
By Hirun Cryer
published about 3 hours ago
Sawyer points to Baldur's Gate 3's movement as a standout feature
Obsidian studio head Josh Sawyer has revealed which features from Baldur's Gate 3 he'd love to riff on and transplant into a theoretical Pillars of Eternity.
Obviously, Obsidian isn't working on Pillars of Eternity 3 - it's all in on Avowed. That hasn't stopped Sawyer from repeatedly being asked about the possibility of a third game, though, only this time, in the video below, he's taken the time to outline which features from Larian's Baldur's Gate 3 he'd love to use in Pillars of Eternity 3, should it ever get made.
"As a game developer, a lot of times when I look at games, I can't really play them without trying to break down why they're doing what they're doing, and a lot of the success of BG3 is very good execution," Sawyer begins. The Obsidian head believes these things in Baldur's Gate 3 are elements that we've seen before in other games - they're just executed very well in Larian's RPG.
"The things that I think do stand apart in BG3 that I'd like to incorporate into a party-based fantasy game are movement, the way movement works and the jumping, the ability to fly, basically to be able to move through the terrain and more than just walking around," Sawyer continues.
The reasoning behind this is that is "adds a lot not only to the feeling of the world," but also the options the player has for approaching situations and solving problems. It's true: I've seen countless Baldur's Gate 3 player simply jump through or around problems, not to mention quite literally jumping through the entire game in speedruns.
"There's just a very dynamic world, so the fact that the world has so much dynamism in it mechanically," Sawyer continues. "So there's a lot of different things you can do with properties, things being wet or burning or what have you. The ability to pick up so many objects and move them around or break them, that sort of dynamism is very cool."
The Obsidian head reasons that Larian has nailed elements like this in its latest game, because it iterated on them from work on its past games like Divinity: Original Sin and its sequel. With practice comes perfection, so it's not like a new team of developers could just pick up Larian's neat concepts and replicate them perfectly in another game.
Sawyer has previously said he'd love to make Pillars of Eternity 3 - it'd just take a Baldur's Gate 3-sized budget to convince him. If you are after more Pillars of Eternity-shaped action though, then Obsidian's new game could very well be the cure you're after: Avowed is set in Pillars of Eternity's world, and pulls things like spells from the older CRPG into the new experience.
His fixation on realism is precisely why Sawyer will never be able to make a Baldur's Gate 3 or anything close to it.Sawyer's an "everyone is terrible" doomer and while that may be realistic, it doesn't make for compelling faction design (as Chris Avellone has pointed out, if you're making factions in a game there should be something about them that makes at least some players excited about wanting to join them).
Sawyer's an "everyone is terrible" doomer
Any optimism would be on the players' side. Even when faced with the idea that Eothas is going to destroy the wheel and force kith into a sink-or-swim scenario, none of the factions of the game can agree to work together and still insist on fighting each other to the bitter end. This is the Sawyer way.And the impression it left me was the opposite of doom realism - thought it was more on the optimistic side.
Which only further emphasises how Eothas's gambit is batshit crazy. Try telling a live service's sysadmin to shut the servers down without a backup and he'll chase you out with a broomstick, but the supposed "god of wisdom" goes all YOLO on the world's life service and he doesn't even put up a downtime notice.Any optimism would be on the players' side. Even when faced with the idea that Eothas is going to destroy the wheel and force kith into a sink-or-swim scenario, none of the factions of the game can agree to work together and still insist on fighting each other to the bitter end. This is the Sawyer way.And the impression it left me was the opposite of doom realism - thought it was more on the optimistic side.
That's the point. Josh subverts our expectations in his infinite wisdom. "Fuck You: Suck My Dick", Josh Sawyer's ultimate RPG experience.You implemented the precise pattern of setting up impossible odds to overcome in a heroic plot and now you're surprised that the consumer expected the rest of that pattern to play out to the end!
"liberally" being the keyword. California shitlibs write every story and every character the same way. "Oh, this is supposed to be mid-Renaissance? I'll take out the Netflix reference." is about as close as they come to understanding or respecting the setting.was "moving in" a thing in 1600-1700s? to be spoken so liberally in a random convo
That is what I mean when I say the setting is fine but the "narrative designers" are just functionally illiterate zoomers, being kept on the payroll as a form of corporate responsibility. While Avellone has been forced out, mind you. Top managerial strategizing."liberally" being the keyword. California shitlibs write every story and every character the same way. "Oh, this is supposed to be mid-Renaissance? I'll take out the Netflix reference." is about as close as they come to understanding or respecting the setting.was "moving in" a thing in 1600-1700s? to be spoken so liberally in a random convo
was "moving in" a thing in 1600-1700s? to be spoken so liberally in a random convo
Millennials. There are no zoomer narrative designers at Obsidian to my knowledge.That is what I mean when I say the setting is fine but the "narrative designers" are just functionally illiterate zoomers,
Sorry, I just use "zoomer" to designate "the latest brand of stupidity".Millennials. There are no zoomer narrative designers at Obsidian to my knowledge.That is what I mean when I say the setting is fine but the "narrative designers" are just functionally illiterate zoomers,
Millennials. There are no zoomer narrative designers at Obsidian to my knowledge.That is what I mean when I say the setting is fine but the "narrative designers" are just functionally illiterate zoomers,
was "moving in" a thing in 1600-1700s? to be spoken so liberally in a random convo
The way he's gone since NV, it's for the best.The way JS completely ignores the idea of Fallout NV2 is sad. For whatever reason he prefers not to mention it.