Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Interview Matt Chat 434: George Ziets on Narrative Design, Dungeon Siege III and Pillars of Eternity

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,592
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
Tags: Baldur's Gate III (Obsidian Entertainment); Dungeon Siege III; George Ziets; Matt Barton; Neverwinter Nights 2: Mask of the Betrayer; Obsidian Entertainment; Pillars of Eternity

After taking a week off, Matt Barton is back with another episode of his interview with George Ziets. The episode starts with a couple more questions about Mask of the Betrayer, which soon leads to more discussion of George's narrative design preferences with regards to settings, stories and choices. After that George talks a bit about Dungeon Siege III, which he returned to Obsidian to make (following a short period at Zenimax working on The Elder Scrolls Online) after having been promised he would get to be narrative lead on Obsidian's Baldur's Gate III (which as we know never got off the ground). Without going into details about internal politics, George confirms again that he was forced to go against his design preferences and simplify DS3's narrative, leading to a title that satisfied neither Dungeon Siege fans nor classic Obsidian RPG fans.



Another game that George has some misgivings about is Pillars of Eternity, which he thinks could have turned out better if Obsidian had selected a single story pitch instead of doing a "contest" that ended up combining elements from multiple pitches. Matt doesn't spend much time on Pillars though and chooses to move straight on to Torment: Tides of Numenera, which is the topic of next week's episode. There might be another one after that, too!
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom