Well, in this interview Avellone says that, as it is, the dungeon "serves a key role" in the story. What that means in practice is another thing entirely, but it doesn't sound like it's going to be like Watcher's Keep, even though that might've been their initial idea. Rather than starting from scratch with the dungeon, they'll probably use some of the stuff that they originally planned for some other part of the game in order to fill all of those fifteen levels. To be honest, I wouldn't mind if there was a slight ToEE vibe to the game, focusing a big part of the content on a single location (or three, if you count the cities) rather than making tons of different areas and possibly spreading the resources too thin.I like my speculation much more than yours.PE's content will most likely be centered around that one huge dungeon
I like my speculation much more than yours.PE's content will most likely be centered around that one huge dungeon
Not sure if but at least now Infinitron will be able to post links instead of screenshot-spamming the thread.
Josh Sawyer said:We're not going to do things to intentionally antagonize or ignore the backers (or our audience in general), but we're also not asking them to design the game as though a) they all had a combined voice that showed a clear consensus and b) that if they did, that consensus would actually make a good game. We do pay attention to feedback and try to adjust when we think it makes sense (e.g. the GUI feedback, despite being all over the place, was very useful). We're designing the mechanics of the game to feel pretty IE-ish, but there are some things we're changing that not everyone will like. Some people don't like the existence of the Stash because they don't like the idea that you can carry everything you find (even if you can't access it). Some people don't like the idea that wizards and fighters are intended to start at similar levels of power and advance at similar levels of power because that's not how the classes work in 2nd Ed. or 3E/3.5. Some people want rogues to be weak in combat and dominate skills while other classes are great in combat and have crappy skills. We're not going to accommodate any of those wishes because we (honestly, usually I) believe they don't produce good gameplay.
We're going to be adding, removing, and adjusting things all the way through beta and beyond. Some of that will be based on user feedback and a lot of it will be based on internal observations. But when it comes to the basics, we don't really need people to help us figure out how to achieve the feeling of games we helped develop in the first place. If bits and pieces are off, I'm sure people will let us know and we'll be able to adjust, but we're not going to get the broad strokes wrong.
Like that thing I was talking about in another thread.some person said:It wasn't until after I backed this project that I realized I never really finished any of these kind of party RPGs, except for Dragon Age: Origins. So I've been playing Icewind Dale 2 in preparation.
It's really good! Even more excited for PE now.
From the mouth of Josh Sawyer himself: I don't believe what the IE-games did produces good gameplay. That's why it has always been my dream, according to the kickstarter, to make a spiritual successor to those phenomenal games!
Infinitron said:I already posted that post of his earlier in this thread. Not paying attention, Codex?
1) That's not what he said.
1) "People want X because they knew it from the IE-games. I don't believe X produces good gameplay."
I'd like to underline the fact that I still have a good amount of faith in Sawyer and his design, but the bottom line is that out of all the big Kickstarters, the one playing it the most loose with its promises so far is this one. You can't herald the greatness of some games and say you want to build something exactly like that only to flat-out state they were degenerate and promoted horrible gameplay.
Project Eternity aims to recapture the magic, imagination, depth, and nostalgia of classic RPG's that we enjoyed making - and playing.
Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment.
We are excited at this chance to create something new, yet reminiscent of those great games and we want you to be a part of it as well.
the one playing it the most loose with its promises so far is this one. You can't herald the greatness of some games and say you want to build something exactly like that
Kickstarter said:Project Eternity (working title) pays homage to the great Infinity Engine games of years past
Yeah boy said:Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment.
Goddamn Tim Cain said:Let me add that as an Infinity Engine inspired game, our pillars of design include isometric exploration of a fantasy world, a reactive storyline with interesting and believable characters, and real-time with pause combat. Those elements are expected in our game, and we feel strongly about providing them.
Do you get the point yet said:We don’t have the details on the Expansion yet, but you can bet it will be what you’d expect from an Infinity Engine game expansion.
Do you said:We believe this represents the common core and several popular secondary classes that many players enjoyed using in the Infinity Engine games.
Look at all these things that aren't IE gameplay mechanics said:the same way the music of those awesome Infinity Engine games did in the past.
No-one ever promised to echo shitty gameplay mechanics said:Early on in the Kickstarter campaign, we told you that we wanted to make maps the Infinity Engine way.
Josh Sawyer said:SO FUCK GRUNKER YEAH
Goddammit Duraframe.
I'd like to underline the fact that I still have a good amount of faith in Sawyer and his design, but the bottom line is that out of all the big Kickstarters, the one playing it the most loose with its promises so far is this one. You can't herald the greatness of some games and say you want to build something exactly like that only to flat-out state they were degenerate and promoted horrible gameplay.
This really depends on what kind of game you are making. Some games like Final Fantasy 5 the primary mechanic is uneven class progression.uneven class progression etc
Duraframe300 and coffeetable said:hoho derp derp
And if you ask Avellone, Cain or anyone else, this is easy to restate now. They'll all tell you how great those games were, what they loved, what they enjoyed. Which parts of the characterization that pleased them, how the exploration made them tick. In the latest talk by Avellone, he has a bunch of praise for many different elements of these games.Rake said:The pitch was always "we made these great games, let us make another one in a similar vein".
Rake said:What Sawyer said is that for better or worse he considers D&D in general and 2E especially deeply flawed and that it doesn't produces good gameplay. They were clear that thay won't use D&D for PE from the start.
You backed an IE game with a system made by Sawyer. If D&D is integral to IE experience for you you shouldn't have backed it.
This really depends on what kind of game you are making. Some games like Final Fantasy 5 the primary mechanic is uneven class progression.uneven class progression etc
coffeetable said:crotchety
The problem is that Sawyer doesn't seem to like much of anything about the gameplay in IE-games based on how he talks about them. We've had this discussion many times - perhaps you missed it - but my problem isn't that Sawyer wants to change elements of the IE-games (there's plenty I'd change myself), the problem is that there doesn't seem to be much of anything about their gameplay that Sawyer really liked.