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Obsidian General Discussion Thread

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
I found this post to be interesting, and it discussed some issues that arose from the particular way PoE’s story was designed, so I thought I’d write a quick response.

As you may already know (from some interviews that discussed this a while back) - in the very early days of PoE, a number of people (Chris Avellone, Josh Sawyer, Eric Fenstermaker, me, Bobby Null, Jorge Salgado, possibly others I’m forgetting) all submitted story concepts for consideration. This was a very different process from previous projects, where one person (usually the lead narrative designer, but not always) developed the story on their own, largely in isolation from the rest of the team. On PoE, I think the goal was to draw ideas from multiple sources and generate greater narrative buy-in from key team members.

In practice, the most interesting ideas from multiple people’s stories ended up being pulled together into the final narrative. As you might imagine, this was sometimes good and sometimes bad. For example – the “artificially constructed gods” idea was taken from my story (so I’m glad you liked it), but it was separated from its original context, so it may not have worked as well when combined with ideas from the other stories.

(It’s also interesting that you thought Rymrgand had originated from a non-Engwithan source. That’s exactly what he was in his original conception.)

Narrative design is always a challenge in game development, and getting team buy-in is equally tough. I’ve seen it attempted in a number of ways, from a dictatorship-of-one to design-by-committee, and everything in between. What has worked best in my experience is when one person is ultimately responsible for the story, but the narrative (and the person in charge of the narrative) is flexible enough to incorporate ideas from many other teammates, while maintaining the right to occasionally veto ideas that just don’t fit. If you communicate the narrative vision effectively, the latter is usually not necessary, or you can at least twist an idea to make it work… but not always.

Ok, that was a longer answer than I’d intended, but hopefully it provides some insight into the RPG narrative process.

You must have some kind of spider sense.
 

Sannom

Augur
Joined
Apr 11, 2010
Messages
951
Them being mortal at one point is irrelevant, plenty of gods throughout human mythologies were human at some point.
Those guys aren't human though, they're artificial intelligences entirely made up by humans and then given agency.

For an obvious parallel, Faerûn has plenty of so-called "artificially constructed" gods. Mortals that elevated themselves to becoming a deity(I think they even made a game about this, hm…) I was never under the impression that this was a less than valid way of becoming a god, or it made you less of a god.
The difference is that Faerûn needs gods to function, its a fundamental underpinning of their reality, so as long as someone's in charge of each portfolio, they don't care who does it.
 
Joined
Feb 28, 2011
Messages
4,170
Location
Chicago, IL, Kwa
Those guys aren't human though, they're artificial intelligences entirely made up by humans and then given agency.
It seemed pretty heavily implied that they were once Engwithian.


I did not get that inference at all, they came off to me as pretty definitely AI constructs. To be fair though, by that point in PoE I was largely skimming the text dumps.
 

Prime Junta

Guest
I did not get that inference at all, they came off to me as pretty definitely AI constructs. To be fair though, by that point in PoE I was largely skimming the text dumps.

AI is an imperfect analogy. They're powers shaped by machines from human souls who volunteered for apotheosis. I think it was hinted that they took on the values of the humans who make up their soul energy and a personality emerged on top of that. So Rymrgand emerged from a big crowd of nihilists, Woedica from a bunch of butthurt conservatives, Skaen from a bunch of even more butthurt slaves, and so on.
 

Kyl Von Kull

The Night Tripper
Patron
Joined
Jun 15, 2017
Messages
3,152
Location
Jamrock District
Steve gets a Kidney but I don't even get a tag.
Looks to me closer to "one person is ultimately responsible for the story, but the narrative (and the person in charge of the narrative) is flexible enough to incorporate ideas from many other teammates" though Fenstermaker, Sawyer, and Patel ended up playing hot potato with it.

Based on everything we know about Eric Fenstermaker, does he sound like the kind of guy who’s flexible about incorporating ideas from many other teammates? He drove out some of Obsidian’s best talent because he was such an insecure and ultracompetitive cunt (no wonder Feargus loved him—they’re cut from the same cloth). Maybe he has an easier time working productively with women because he doesn’t feel the need to compete with them the same way?

Still, even from that account you gave, it sounds a lot more like rule by committee from the start.
 

Flou

Arbiter
Joined
Mar 23, 2016
Messages
869
Location
Hellsinki
Klobrille is late to the party. They've had those openings for a while now, they just re-posted them.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut

image.png
 

Ismaul

Thought Criminal #3333
Patron
Joined
Apr 18, 2005
Messages
1,871,811
Location
On Patroll
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign My team has the sexiest and deadliest waifus you can recruit.
Halo is already the greatest RPG of all time, haven't you heard?

Master Chief is the role of a lifetime.
 
The Real Fanboy
Joined
Oct 8, 2018
Messages
1,121
I found this post to be interesting, and it discussed some issues that arose from the particular way PoE’s story was designed, so I thought I’d write a quick response.

As you may already know (from some interviews that discussed this a while back) - in the very early days of PoE, a number of people (Chris Avellone, Josh Sawyer, Eric Fenstermaker, me, Bobby Null, Jorge Salgado, possibly others I’m forgetting) all submitted story concepts for consideration. This was a very different process from previous projects, where one person (usually the lead narrative designer, but not always) developed the story on their own, largely in isolation from the rest of the team. On PoE, I think the goal was to draw ideas from multiple sources and generate greater narrative buy-in from key team members.

In practice, the most interesting ideas from multiple people’s stories ended up being pulled together into the final narrative. As you might imagine, this was sometimes good and sometimes bad. For example – the “artificially constructed gods” idea was taken from my story (so I’m glad you liked it), but it was separated from its original context, so it may not have worked as well when combined with ideas from the other stories.

(It’s also interesting that you thought Rymrgand had originated from a non-Engwithan source. That’s exactly what he was in his original conception.)

Narrative design is always a challenge in game development, and getting team buy-in is equally tough. I’ve seen it attempted in a number of ways, from a dictatorship-of-one to design-by-committee, and everything in between. What has worked best in my experience is when one person is ultimately responsible for the story, but the narrative (and the person in charge of the narrative) is flexible enough to incorporate ideas from many other teammates, while maintaining the right to occasionally veto ideas that just don’t fit. If you communicate the narrative vision effectively, the latter is usually not necessary, or you can at least twist an idea to make it work… but not always.

Ok, that was a longer answer than I’d intended, but hopefully it provides some insight into the RPG narrative process.

Hi George! Your ideas for the gods in Pillars of Eternity were so good!!! Exiled Queen Woedica is so fierce and I loved that the gods are revealed to be like weird and artificial! The fantasy world you helped create is totally one of the best ever so thank you!
 
Last edited:

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
So, today people lost their shit with Obsidian about two things we've known for months/years as if it was a BIG SURPRISE of unimaginable levels.

Get some fucking perspective ffs. If you want to laugh at Obsidian don't just do with shit arguments like your usual REEEEEEEEEEEEEEra poster. Get your trollin' some class.


I mean while you lovely people shitpost over tired old shit I'm just laughing my ass off that they hired for social media

https://www.linkedin.com/in/shylalane/
 

Flou

Arbiter
Joined
Mar 23, 2016
Messages
869
Location
Hellsinki
They continue to beef up their animation department, now they are hiring an another Animation Director. Long Ngyuen the current Animation Director is still within the company and if they are running it like their art department, they will use multiple directors due to the multiple projects they have.
 

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