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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Copper

Savant
Joined
Jan 28, 2014
Messages
469
Has Josh ever talked about the abomination that is 4th-ed skill challenges? They were designed to allow more participation by the whole group, but were probably the most 'soulless' (ie discouraging to actual roleplay or creativity) aspect to the whole game.
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
He wanted perfect balance between male and female druids, gender identification issues be damned. :balance:
 

LivingOne

Savant
Joined
May 5, 2012
Messages
485
Dammit I thought I could go to sleep earlier since he hadn't shown up for days and now look at how many brofists I lost:x:negative:
 

Lancehead

Liturgist
Joined
Dec 6, 2012
Messages
1,550
Stun, on 21 Mar 2014 - 10:04 PM, said:

After having watched some of these very same Obsidian devs play the old classics like Icewind Dale 2 (Adam) and Arcanum (Avellone), and get their asses kicked in easy encounters. this statement from Sawyer does not have quite the awe inspiring impact it he probably meant it to have.

Besides, Gamers have always been 10000 times better at Games than the devs who created them. We're the ones who discover loopholes, exploits and cheese tactics.
------------------------------------------
I think you have a skewed understanding of gamer and dev capabilities. I didn't intend that statement to be awe-inspiring; many devs are not particularly great at playing games. On the other hand, there are literally millions of players who are also average to bad at playing games. Some devs are much better than the average player, but there are certainly a lot of players who are better than we are. Players outnumber devs by an enormous ratio and eventually many of them wind up putting much more time into playing the finished game.

I also didn't go straight into being a dev. Before I started at Black Isle I had been playing AD&D and other C/RPGs for 14 years (going on 28 now), often in min-max-friendly campaigns. Devs aren't always the best players but that doesn't mean we're all clowns.
http://forums.obsidian.net/topic/65171-crazy-difficult/?view=findpost&p=1434489
So MCA is a 'clown' according to Sawyer.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,217
Enjoy the Revolution! Another revolution around the sun that is. 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
10155061_10152265091045600_1910793153_n.jpg


O_o
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,217
Enjoy the Revolution! Another revolution around the sun that is. 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
http://games.on.net/2014/03/if-you-...rnitys-josh-sawyer-on-dealing-with-grognards/

I like this sentence

Obisidian’s Pillars of Eternity, the artist formerly known as Project Eternity,

Oh man, this one deserves to be quoted in its entirety. :lol:

“If you don’t like to read, don’t play this game”: Pillars of Eternity’s Josh Sawyer on dealing with grognards

How do you strike a balance between being old-school enough to please the old guard and modern enough to not drive people away?
BY TIM COLWILL ON MARCH 28, 2014 AT 5:21 PM

Obisidian’s Pillars of Eternity, the artist formerly known as Project Eternity, is being eagerly anticipated by hundreds of thousands of RPG lovers around the world. But how many of those backers only latched onto the project because it seemed like an old-school RPG lovers dream come true?

We caught up with Josh Sawyer, project lead on Pillars of Eternity, in a brief moment of calm at this year’s GDC. He explained that Obsidian were undertaking a careful balancing act when it came to just how much weight to give the opinions of old-school RPG grognards.

“There are certain aspects of that that we think are okay,” said Sawyer. “For example we don’t have quest markers in Pillars of Eternity. At all. In our journals we try to be very descriptive and clear in our updates so that you can read them and figure out where you need to go but we don’t use quest markers. And we’re okay with that, because it’s a different style of exploring and feeling and figuring things out on your own.”

Sawyer warned however that other elements, what he described as “GM-sucker-punch kind of stuff”, were being carefully filtered by the team because “the vast majority” of Pillars of Eternity’s backers simply won’t enjoy them.

“Combat encounters that can only be completed a certain way or (situations where) youhave to have one of these characters, or you have to have these two characters,” said Sawyer, “those ‘gotcha!’ moments that some gamers love, well… God bless you I guess, but we’re not gonna do that.”

Sawyer laughs as he explains that even the most hardcore grognards will be the first to acknowledge that some of the things they’re asking for are just completely unacceptable.

“I don’t even think those memories (they have) are necessarily rose-tinted,” he says. “They’ll straight up admit that they like stuff that’s really grognard-ey, and they don’t care. That’s fair enough.”

Pillars of Eternity’s dialogue system is an enormous part of the game, and Sawyer explains to me in no uncertain terms that this is a game for people “who want to read a lot”. Dialogue, he says, is one of the biggest problems with modern RPG design.

“The biggest thing that modern RPGs do that I don’t like is to write dialogue for people who don’t like dialogue. Which I think is dumb and a load of shit,” he says, laughing. “My assumption is that if you want to have dialogue in and you want to make it a big part of the game, you assume that the player wants to read it and it’s your job to make it good.”

“If you’re running on and people are skipping it, maybe it’s because it’s… not really that great? So when we write our dialogue, we write sensible dialogue, expressive dialogue, very descriptive dialogue, and we write it for people assuming that they want to read it. If they don’t want to read it, don’t play this game.”

Even though Sawyer has legions of people ready to throw him money for recreating that old-school RPG feeling, he’s not ready to throw modern RPGs in the rubbish entirely. When questioned about what old-school RPGs could have done better in hindsight, Sawyer says that a lack of clarity and consistency has always been a problem.

Sawyer explains that the one thing he thinks modern games have done well is to “make their RPG system rulesets clear and consistent”. “The old D&D systems were not very consistent,” he says. “They were full of trap builds and ‘gotcha’ moments and stuff like that. I don’t think that’s good, I think it restricts player enjoyment a lot, for not a lot of gain.”

“Maybe the grognards like it, but for everyone else it’s kind of frustrating and so we try to get away from that as much as possible.”

“There are people that’ll say to me ‘oh man, it’s fun to do that’, but no. No, it’s not.”

Pillars of Eternity is out sometime around the end of the year.
 

BBMorti

Arcane
Joined
Apr 21, 2013
Messages
607
It warms the heart to hear him talk about making dialogue that is not made for ADHD's and retards.

:bro:
 

Xor

Arcane
Joined
Jan 21, 2008
Messages
9,345
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
If you’re running on and people are skipping it, maybe it’s because it’s… not really that great?
Why does it feel like this is directly addressing Bioware?
 

Rhalle

Magister
Joined
Nov 25, 2008
Messages
2,192
If you’re running on and people are skipping it, maybe it’s because it’s… not really that great?
Why does it feel like this is directly addressing Bioware?
It doens't matter, tbh. The console kiddie generation clicks through all text as fast as they can no matter what.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
If you’re running on and people are skipping it, maybe it’s because it’s… not really that great?
Why does it feel like this is directly addressing Bioware?
I don't think it is. It seems more like Bethesda or random AAA games where they make sure you don't have to read or listen to the dialog to know what to do next.
 

Abelian

Somebody's Alt
Joined
Nov 17, 2013
Messages
2,289
Good thing the Codex has more Montagnards than grognards:

The Mountain (French: La Montagne) was a political group during the French Revolution early 2000's whose members, called Montagnards, sat on the highest benches in the Assembly. They were the most radical group and opposed the Girondists Decline. [. . .] Led by the Jacobins DU, the Montagnards unleashed the Reign of Terror in 1794 2002.

The Montagnard group comprised men of very diverse shades of opinion, and such cohesion as it subsequently acquired was due rather to the opposition of its leaders to the Girondist popamole leaders than to any fundamental agreement in philosophy among the Montagnards' own leaders.

The chief point of distinction was that the Girondists popamolers were mainly theorists and thinkers consoletards and casualfags, whereas the Mountain consisted almost entirely of uncompromising men of action nerds complaining about video games. Additionally, Montagnards tended to be more vocal in defence of the lower classes Old Skool and employed a more moralistic rhetoric than the Girondins popamolers.
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
Sawyer warned however that other elements, what he described as “GM-sucker-punch kind of stuff”, were being carefully filtered by the team because “the vast majority” of Pillars of Eternity’s backers simply won’t enjoy them.

“Combat encounters that can only be completed a certain way or (situations where) you have to have one of these characters, or you have to have these two characters,” said Sawyer, “those ‘gotcha!’ moments that some gamers love, well… God bless you I guess, but we’re not gonna do that.”

The more time passes by, the more I tend to agree with this. I am really starting to hate the "you have to guess until you get it right" bullshit found in some of the older games. If they were at least clear about what the challenge was ahead of time, and it was an interesting puzzle to solve, then maybe. But quite often, older games sometimes do have a tendency to GM sucker punch you at times.
 

ZagorTeNej

Arcane
Joined
Dec 10, 2012
Messages
1,980
The more time passes by, the more I tend to agree with this. I am really starting to hate the "you have to guess until you get it right" bullshit found in some of the older games. If they were at least clear about what the challenge was ahead of time, and it was an interesting puzzle to solve, then maybe. But quite often, older games sometimes do have a tendency to GM sucker punch you at times.

Except that every IE game can be soloed by any class/kit available so Josh is incorrect which won't stop him from repeating it over and over of course.

To a degree I understand the complaints about puzzlish nature of some encounters in IE games (particulary in BG2) but you just can't take metagaming out of the equation completely (especially if you expect you game to have good replayability, players will inevitably know what to expect on subsequent playthroughs) and I wonder how designing the game in such a way that every encounter can be beaten by adjusting your tactics on the fly without preparation will affect the game's challenge level.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,969
Josh said:
“There are people that’ll say to me ‘oh man, it’s fun to do that’, but no. No, it’s not.”
:yeah:

http://www.vg247.com/2014/03/27/pillars-of-eternity-exploration-story-and-murdering-dudes/
Still, Sawyer did insist that fans of the more modern style of console RPGs – like Obsidian’s Fallout: New Vegas and South Park: The Stick of Truth – who are receptive and open should be able to have a good time with it. You won’t, he said, boot up the game only to be greeted with blocks of text explaining its systems in the most alienating fashion, something that’s made it difficult even for me to revisit old classic CRPGs like Baldur’s Gate.

“We’re fairly tutorial-lite. We tried to keep the mechanics so that you can learn up as you go along, where all the complexity just emerges from the scenarios you get put in,” Sawyer elaborated. “We don’t want to dumb it down, but we also don’t want things to be hard to learn or intentionally obtuse. You do have to do a little bit of system learning, but once you’ve learned it, it’s a very consistent system.”

I know there are going to be some folks – I’m talking about you, old-school CRPG diehards – reading those assurances and getting a little worried that it won’t be complicated enough for your tastes, but Sawyer did also promise that it’s not “fucking dumb baby crap.” So there’s that.
...
“We really tried to focus on three things – they don’t necessarily have to be equally balanced, but we want it to feel like a balanced experience – which are exploration, talking and story shit, and murdering dudes,” Sawyer said, before emphasizing that those elements will of course intertwine with each other, with, for example, long dungeons featuring scripted portions and key conversations to keep those crawls from turning into “slogs” that turn off the anti-grind crowd.

“We don’t want players to feel like we’re settling into this endless depth of murder.”

That’s not to de-emphasize the murdering aspect of Pillars of Eternity at all, though, as according to Sawyer’s own design philosophy, murdering is paramount.

“I said, for every quest, I don’t have to complete it by murdering, but I want the ability to complete it by murdering. Always give me the option to murder something as part of completing this quest.”
:yeah: again

Has Josh ever talked about the abomination that is 4th-ed skill challenges? They were designed to allow more participation by the whole group, but were probably the most 'soulless' (ie discouraging to actual roleplay or creativity) aspect to the whole game.
Yeah, he doesn't like them.
Josh said:
Skill challenges are terrible. I don't think I need to really argue the position as I think almost the entire universe agrees with me on this point.

So MCA is a 'clown' according to Sawyer.
He considers himself a clown.
Josh said:
over time the distance between the present and the point in the past where i'm embarrassed of myself has contracted to the point where i think yesterday and possibly today i'm a clown
 

Copper

Savant
Joined
Jan 28, 2014
Messages
469
Cool, thanks. Hardly surprising though, I was hoping for something more controversial.
 

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