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

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
I like some things, others I don't. I did know about two abilities that had a stun or a paralyze effect. It is however, not much at all. We also have not heard of any creatures that can incapacitate a character either. I think stuff like this is interesting and can exist in Sawyer's world, particularly with his defense system and the attack resolution system.

You're not being fair at all, Sensuki. First off, this is Josh Sawyer we're talking about. If anyone cares about tactics and making sure combat feels fun, it's this guy. There are oodles of things he's mentioned that cause status effects on enemies (rangers have Master's Call, as another example, that knocks enemies down).

In regards to specific creatures causing status effects, it's because we don't have a lot of information given to us so far about the many creatures. We don't know too much about the monsters that we'll be fighting, but I do know that Josh and co won't be going easy with the enemy parties: they'll likely have the same status effect spells that your characters have.

Furthermore, Vithracks are cipher-likes or illithid-likes, so it's very likely these guys have stun-abilities. Furthermore, we don't know a lot about the attack styles of the monsters already mentioned. For example, the only thing we know about the Cean Gula is that it's not melee-oriented. That already makes me think this monster is going to be different, tactically. http://forums.obsidian.net/topic/63796-update-53-the-man-who-makes-monsters/?p=1331492

Pretty much all the other monsters have no mechanics information relayed about them. I think part of the reason for that is because you're supposed to learn about their strengths/weaknesses while playing the game and as it updates your encyclopedia.
 

coffeetable

Savant
Joined
Dec 18, 2012
Messages
446
New Job Posting
Nav/Mesh Intern
We are searching for an enthusiastic nav/mesh intern to layout navigation meshes and do level design for Pillars of Eternity, a PC role-playing game.

Desired Attributes:
Level design experience: Unity preferred
•Exceptionally detail-oriented (most important quality for this position)
•Creativity
Basic 3D modeling ability (Maya preferred)
•Love of computer and console role-playing games
•Team player
•Excellent communication skills
•Able to adhere to tight schedules
•Skilled with Microsoft Office, bug tracking software, source control software, and 3D game development toolsets
Seems like they are asking for an awful lot of skills for an intern position. I get that it's a pie-in-the-sky list, and that the detail-oriented, creativity, team player, love of CRPG's, communication skills, and time management are more important overall, but it seems unrealistic to ask for an intern with so many 3D skills and game engine/development skills.
All they're asking for there is
  • Some level design experience
  • Minimal 3D modelling experience
  • Minimal (game) programming experience
which is absolutely reasonable for a level design intern.
 

Infinitron

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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
Feargus interview: http://stevivor.com/2014/04/obsidia...ars-eternity-partnership-paradox-interactive/
OBSIDIAN’S FEARGUS URQUHART ON PILLARS OF ETERNITY AND THEIR PARTNERSHIP WITH PARADOX INTERACTIVE

urquhart-313x220.jpg


Stevivor was lucky enough to sit down with Feargus Urquhart, CEO of Obsidian Entertainment, to discuss the partnership between Obsidian and Paradox to develop and publish the upcoming RPG Pillars of Eternity. Urquhart also touches upon both his and Obsidian's past, and recent titles like South Park: The Stick of Truth and Fallout: New Vegas.

Steve Wright, Stevivor: First, before we get into what’s probably a set of obvious questions, let’s focus on Pillars of Eternity first. Can you give me a bit of a backstory on how the game came to be? Influences, design strategies, that sort of thing?

Feargus Urquhart, Obsidian Entertainment: Well, we rolled the die…

Stevivor: *laugher*

Urquhart: We took a little blank die and we wrote free-to-play, RTS, RPG, a pony game…

Stevivor: *more laughter*

Urquhart: No. So a lot of it really has to do with our history. A lot of us worked at Black Isle, you know; that's where the five owners of Obsidian came from. We were the external producers on a lot of BioWare projects, which were Neverwinter Nights for 95% of its development, plus Baldur's Gate and Baldur's Gate II. I did work on Shattered Steel, which was one of BioWare's first products.

Internally, we did Icewind Dale and its expansion packs, which were Infinity Engine games, and between Baldur's Gate… between the numbers of all these games, we're talking 10 to 15, maybe even 20 million units were sold between all of those. People enjoyed those games, and people remember them. To this day, people still walk up to me and tell me how much they enjoyed those games. And they just stopped being made.

We moved over to Obsidian, and indies really needed to start focusing on consoles; BioWare started focusing on consoles, and these games – not because people didn't want them – just stopped being made. And so that kind of went out of our heads for the next six or seven years. Then, John from GameBanshee, which is an RPG journalism, hobbyist kind of site, talked to me at E3, probably four years ago and asked why I wasn't making those games.

I really didn't have a good answer, other than I couldn't get them funded. We thought they'd be cool, I'd love to make them, and I'd still want to play them, though. Then the PC started to gain more Steam… *laughter*

Stevivor: *laughter*

Urquhart: No pun intended.

Stevivor: Sure.

Urquhart: There we go, I don't really need to tell the rest of that bit of the story.

Stevivor: *more laughter*

Urquhart: And then, Kickstarter blew up in 2012 with Double Fine and In Exile and the guys who made Shadowrun Returns, and us, with Pillars of Eternity. It was a chance for us to go back and make something that we loved, and we certainly can make that type of game. A modern version of it, that's something that we want to play. Luckily, people were totally in to it.






Stevivor: Was there always the intention to find a publishing partner, or was Obsidian going to go at it alone?

Urquhart: You know, I think when we first started, we thought we were going to do everything. A lot of it was that we had no idea how well the game would be received. A lot of us had come from a publisher, and we could have contacted people to help us out a bit. So, ultimately, it really was, coming out of it, that we'd do it ourselves. Then, we stepped back and asked ourselves what that really meant.

When we started to really think about it, it meant customer service. We want to sell the game in China, so it meant that I'd have to travel to China, you know?

I was having lunch with Brian Fargo, who runs In Exile, and he mentioned that he was talking to Deep Silver about distribution to retail for Wasteland 2. I hadn't really thought about contacting a publisher in terms of distribution and marketing. It made sense; I didn't want to have a warehouse full of boxes; it's not what we do. So I started going around talking to publishers; we'd known some guys at Paradox for a while, and we just started chatting.

It's something they do; they publish games, they market games. I really like how they market games; in particular, they care about PC, and they care about gamers who love PC games. And, to be honest, hardcore games.

In the end, it felt like a good fit because they believe in games like Pillars of Eternity. In the end, it stops me from having to fly to China. *laughter* It also lets us focus all of our efforts on making the game, and keeps all the control with us too. We own Eternity and there's no changes there, and they were very comfortable with that. So, it felt like a great fit.

Stevivor: The relationship makes what I’d consider obvious sense from Obsidian’s point of view, but what does Paradox get out of the relationship?

Urquhart: I think, obviously, it's money; they're not doing it out of the goodness of their hearts. They also get to involve themselves with a little product that's high profile. I mean, it's not Titanfall, but it's a game a lot of people are really looking forward to. We've got 100,000, or 120,000 backers now. They get to be involved in this, and that's cool for them. And, if they do a great job, they do financially too.






Stevivor: Backing up for just a second, let’s take Paradox out of the picture for a second. What’s your take on Kickstarter, backers, and what that means for development of a game? How much of a responsibility do you have to people who fund your game? Are they backers, stakeholders, or fans with some feedback? How hard is that all to manage?

Urquhart: For us, it's not as different as it may be for other people. I go all the way back to the original Fallout; we made one of the first web forums that ever existed for a game. We set it up in 1995, I think it was. We've always had this connection, this relationship, with the people who love – or hate – and play our games.

I feel more of a responsibility, as these people have already given us money to play our games. They trust us, and that trust means a lot. We're on our seventy-fourth update now, and we do that purposefully as we feel a responsibility to those people. We should keep them informed, and involved in the process.

Our project director is always up on the forums, taking things into account, and redesigning things based on feedback from people. Does that mean we take and use every piece of feedback? No. You can't incorporate everything that the internet wants. People have to trust us a little bit in that we're going to listen to everything but use our expertise to decide what's in and what's awesome.

Stevivor: You specifically have been in the industry and several different studios as a result, for many years – what’s your personal take on Kickstarter and what it means to the industry at large?

Urquhart: I think it will have an impact on certain parts of the industry, and very little on others. For those of us that are independent developers, making games in the 10 million dollar range, Kickstarter is great. It allows you to own your game. On the other hand, it wouldn't fund Titanfall.

I think the impact there isn't going to be huge. For us, we have this money, we can make our own decisions, we can do this and that, and we have leverage with publishers. It's a very different deal that we can take Pillars of Eternity to a publisher to help us rather than doing so and asking for funding to make the thing. We wouldn't own it in that case, and we'd make far less in terms of royalties.

Stevivor: Now, back to Paradox, how much input do they have into the game? Is it a standard kind of input, like THQ and Ubisoft had with, say, South Park? That not be the best example, so maybe even to Bethesda and New Vegas?

Urquhart: They're gamers. Whenever they get a build, they have comments. The difference here is that there's no effect. They could send us a thousand comments, and we could say no to all thousand. It doesn't change any responsibility. It comes down to respect between the two companies. At the end of the day, though, the product is entirely in our control, and that's very different to traditional relationships.






Stevivor: Back to South Park, though, I thought it was great – almost like a dream game, one I’ve always hoped for with the franchise and finally got to play. Is Pillars of Eternity that kind of dream game that you finally get to make? Has this Kickstarter experience given you some confidence to try to get that special project off the ground if not?

Urquhart: Well, I think that Eternity totally is. I've been wanting to do this for a while, but it's never seemed like it was in the cards; it was too expensive. If Eternity goes well, we'll look into sequels or expansions, but we'll also think about what else we can do. Questions like, 'How can we use Kickstarter again in the future?' or 'What do we want to make next?'

Ultimately, we love making big RPGs, and this is about how we can make them, and in our way.

Stevivor: Thanks for your time.
 

Xor

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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
Urquhart: They're gamers. Whenever they get a build, they have comments. The difference here is that there's no effect. They could send us a thousand comments, and we could say no to all thousand. It doesn't change any responsibility. It comes down to respect between the two companies. At the end of the day, though, the product is entirely in our control, and that's very different to traditional relationships.
Maybe this will finally get people to stop shouting that the sky is falling.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
Urquhart: They're gamers. Whenever they get a build, they have comments. The difference here is that there's no effect. They could send us a thousand comments, and we could say no to all thousand. It doesn't change any responsibility. It comes down to respect between the two companies. At the end of the day, though, the product is entirely in our control, and that's very different to traditional relationships.
Maybe this will finally get people to stop shouting that the sky is falling.

We knew that from the very beginning, theres two threads on the forum that say the exact same thing. One by Obsidian and one by Paradox.

So, no. It won't stop the BETRAYAL people.
 

Infinitron

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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://www.digitalspy.ca/gaming/new...o-consoles-says-obsidian.html#~oBp4txdwNAZL8e

Pillars of Eternity is unlikely coming to consoles, developer Obsidian Entertainment has explained.

"I'll be honest, it's hard to look at Eternity and think console," he toldDigital Spy at GDC 2014.

"I go all the way back to Black Isle and there was a developer who was working on a Baldur's Gate PS1 title. I was like, 'Erm, I just don't see it'.

"My boss at the time felt really strongly that Baldur's Gate could be on the PS1. If you look, there is some YouTube [videos] of that game.

"It's not that it kind of functions, it did, but again, it's just this... it's like when you try and put out an RTS. An RTS and a controller just don't go together very well.



"Halo Wars - not a bad game - but again you're trying to do this group action and pausing and switching, and controllers work well with direct control.

"I'm controlling me, running through the world, beating the crap out of stuff, and not selecting things that's very precise. That's really what it comes down to.

"If we get there – and let's say we get it to work well on the Steam Box with this thing - and we think about how those controls work, then we could start looking at it."


lul
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
God....some of these interviewers. Do they do any research at all? What's the point of rehashing the same thing over and over again? The first interview had like only 1 line that was more of a clarification than anything else, and everything else was already known.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,950
Yea that always bothers me about these interviews, it's like they assume their readership don't know anything about the game. Still, would it kill them to to go through the basics at the start (if they have to) followed by more insightful and new questions?
 

imweasel

Guest
My boss at the time felt really strongly that Baldur's Gate could be on the PS1. If you look, there is some YouTube [videos] of that game.
I wonder to whom the general manager of Black Isle Studios reported to back during the Interplay days. Hmmm, hmmm, hmmmm...

hmmmm, hmmmm, hmmm....
 

Perkel

Arcane
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Mar 28, 2014
Messages
16,399
Consoles aren't the problem. Problem is consolization of developer mind.

When developer targets console then his brain transforms into something other than proper game dev mind and his monkey brains is trying to solve eternal question no one ever cares about.

For example classic RTS design with pad in mind. For unknown reason most of devs think : "we need to remove cursor" and yet i remember when i played Red alert without problems on PS1. Sure it isn't as fast as korean SC player fast but it was fun.

Few years ago i hooked up my ps2 pad to PC fired up BG2. I did whole play-trough with it without any single problem. Sure targeting was a bit slower but thanks to pause i could do it without any problems and how long i want. Things like inventory journal and so on thanks to maping was ultra fast. Grid menu also didn't cause any troubles.


Biggest consolization of mind of developer usually is inventory screen. Damn list. All they see is damn lists everywhere, where in fact grid inventory IS PERFECT FOR PAD. Even better tetris like inventory is better even than grid like inventory screen for pads and still developers think. Well we have multiplatform game so we should use list based inventory....
 

Infinitron

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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
Can't blame Fargo, his company was slowly dying and BG was their biggest hit. I wonder why exactly they didn't release it.
 

Hormalakh

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Because even watching that youtube video was painful. I can't imagine having to play that clunky thing. Imagine the crazy load times. It took him 10 seconds just to load a portrait.
 

Abelian

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Nov 17, 2013
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I remember reading about a mobile version of Baldur's Gate when Planet Baldur's Gate was still up. There were even a couple of screenshots.
 

Abelian

Somebody's Alt
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Nov 17, 2013
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Found the mobile version: it's actually a spinoff and it was developed by some company called Sorrent. See here, here and here.

The first one is a Gamespot review (1337 words for a mobile action gamr? seriously?)

The third one is a bad English translation, but still worth a few chuckles:
Baldurs Gate From Sorrent features: Baldur's Gate fix the accepted on the PC, capturing multiple Game of the Yhear and RPG of the Ynotice awards. One of the most paramour Dungeons & Dragons interactive adventures on any occasion, Baldur's Gate out the regulatory inasmuch as integrity unfolding and an appealing storyline. With Baldur's Gate on your nimble, that but colossal unflinching perform upon and amazing deepness can fit with you wherever you are.

Explore the treacherous dungeons of the Forgotten Realms where treasures are lots, spell & monsters swarm and quaint imperil awaits.
Features:
-Discover a creative jeopardize on animated with a storyline written specifically destined for the rostrum
-Explore the Forgotten Realms and dig up the lands of Faerûn, including the pearl of the Western Heartlands the New Zealand urban area of Baldur's Gate.
-7 levels, each with 2 one of a kind zones at an end 15 quests and sub-quests
-Create a unexpected from 4 races and 5 classes
-Distribute Ability Points sum total 6 characteristics, including Dexterity, Strength and Charisma
-Gain wisdom points to allot develop into your characteristics along the advancing
-Isometric watch, including two options on directional controls
-Battle enemies with melee weapons, spells and feats
-Encounter past 15 abundant dreadfulness types, including boss characters at the limit of each honest
-Automated remedy which guides you because of the occurrence
-Manually scroll the in touch map using a unmarried sultry-button
-Interact with non-Thespian characters (NPCs), call up items and make plain puzzles
-Both matey and unfriendly NPCs maintain you on your toes
-Find and commemorate last items such as gold, potions, armor, weapons and more
-Maintain your inventory as you make a run for it your technique by way of the dare
-Buy and rat on items that you concentrate
-Discover a in perfect accord chance with each abundant cabal of sign rallye and grade
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
PSX version is leaked and can be played in emulators. It's horrible to play, though, there's loading for everything. The question is more like why did they even try to make it.
 

deuxhero

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Because even watching that youtube video was painful. I can't imagine having to play that clunky thing. Imagine the crazy load times. It took him 10 seconds just to load a portrait.

That's because playing Baldur's Gate is painful regardless of platform. Even changing it to run at double speed (which you could never have done at release) it's still a pain to force yourself through.

Loading times were a bitch for everything on the PS1 too.
 

Infinitron

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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
Oh yeah, when was that port being developed? Feargus could have been referring to Herve there. That might make more sense.

That's because playing Baldur's Gate is painful regardless of platform.

Why are you following this thread
 

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