Josh, have you guys decided on an art style? Please don't make it look cartoony like World of Warcraft or Diablo III. I'm really hoping you're going for what BG2 would look like if it were built in a 2012 engine
Hope that was a system related question ;-)
@scotty - for "ordinary" areas and characters, we reference a lot of the icewind dale art. mostly realistic, but with fantastic elements. of course, it's a fantasy world, so we will occasionally make things that are really otherworldly.
@Josh One more and last question Josh, if you will. Will we have an evolving game world? As in: Will time be a factor? Will the environments and maps change due to events in the game? Story-wise as well as random, etc?
@josef - i can't say to what extent/scale, but yes, changing the environment due to the player's actions (and others' actions in the story) is important to us and we will try to do that as much as we can.
@OE Can you give us hint what kind of skill resources you have visioned into the game?
@Eero - i don't want to commit to any specific set of skills, but we do want characters of different classes to be able to specialize in (or diversify across) different non-combat areas. i.e. we do not want fighters to be the "no non-combat skills class" or rogues to be the "tons of non-combat skills class". we also want to reward both the specialist and the generalist, so if you have two people in the party with overlapping skills, the "weaker" characters, skill-wise, can still help the stronger character out.
@Obisidian Entertainment Just a quick note to the designers and companion/dialogue creators: please ensure that there is plenty of banter between companions and also that companions make remarks about the world/situations! This really adds to the atmosphere as well and shows how companions react not just to the player, but to other companions and situations as well. This makes them more believable and not just as springboard for the player's actions and character, but also the natures and personalities of their fellow companions and the world they inhabit. Please include this! Thanks.
@willie - yep, that's very important to us and we plan to make that a focus.
@Josh: About formations, do you have plans to add extend the functionalities compared to BG2 or is it pretty much the same? (For example hold position while walking. IIRC , the characters in the infinity games didn't hold formation when clicking on a distant area)
@farudan - i'd like to experiment more with formations, but i'm not sure how much we will extend them beyond BG2 (other than allowing you to custom-configure them like ToEE).
@Josh Can you tell us what you have in mind for the sound design and audio system? My fondest memories of IE games, IWD specifically, not only come from the awesome hand painted sceneries but most of all from the incredible mood that was achieved through music and sound effects. The wind blowing, the fireplace cracking, all those little touches added up to a really immersive experience, and I hope you'll be as ambitious for sound design as for the rest of the game.
@charles - environmental audio adds a lot and our audio department puts a lot of care into setting the mood of a given scene. justin bell (who composed our trailer music) also pays a lot of attention to the emotional "flow" and themes of our games. i'm sure PE will be no different.
@Josh Player crafting especially at the upper tiers, could we not have an arbitrary limitation via fixed amount of required materials in game and instead impose a method of gathering said material so that for those who want to and are willing to spend the time to gather these materials can do so and thus fully equip thier party with the top end player crafted equipment. Also I hope that player crafted items will be on par to tge best treasure found / looted items and not be outclassed by a large margin compared to those sans "artifact" level items of course.
@steven - to be honest, i'm not sure. tim and i haven't talked about crafting at length yet. i will say that one nice advantage of crafting systems for high-end gear is that the player can (usually) choose the specific type of gear he or she wants. in some ways, that makes it easier for us if we don't have to make custom unique items for every build type.
Not system-related but any idea on the direction with music or is the project not at the stage to discuss this area yet? Any chances Mark Morgan will be involved
@randy - we've only talked briefly about music direction internally. justin bell has a lot of cool ideas, but nothing's solid yet. sorry!
@Josh Any plans yet for symbiotic combat abilities between companions? Something that would give an extra layer to picking whose in your party not just based on individual abilities.
@christopher - i think those sorts of abilities are cool. i'm not opposed to them, but we haven't made specific plans for them. i'll think about it some more and talk to tim and avellone about them
@fred - tim have talked a lot about magic. in this world, different people/groups access the power of their souls in different ways, so there's one source but different techniques for accessing it. we want there to be mechanical differences between how the classes use these abilities while still making it easy for the player to use the different characters, UI-wise.
@OE - Hi Josh, 2 questions in my mind:
1.- How do you plan to articulate the world map with the local maps? Do you think the more "open world" aproach of BGI is the right way to create an atmosphere of exploration, or it feels too much unconnected?
2.- In the battlefield, how much tactical importance are you going to give to formations? Could formations have more tactical significance than in the IE games?
@jaime - 1) personally i like the BG-style of map connectivity. i feel that the IWD type maps, while beautiful, were too linear in many cases and exploration felt limited.
2) i'm not sure yet. sorry!
@Josh: Regarding the separation of Combat / Non-Combat skills, is the player still forced to decide between them where to spend his level ups? How do you manage that characters do not become too powerful and that there is still a chance of failure? (thinking of having a group of six people)
@farudan - as with systems like D&D 3E, the player is not intended to be able to cover all possible combat and non-combat specializations through advancement. they have to choose a focus within their class' available options. i think we can cover the "spread" of skill ranges by using resource cost (e.g. lockpicks or thieving tools) to cover deficits. so if you don't have a party of master thieves, you may still be able to bypass many locks if you have enough tools -- as long as you are skilled enough to hit a reasonable threshold.
Hail Obsidian/Josh, a question regarding the system, I am interested whether parts of the system will execute autonomously from the PC. In other words will parts of the story execute seperate from where the PC is located, thereby allowing events to unfold which the PC will either interact with directly or indirectly. For example: the PC annoys a faction, which results in a army being built, drawing on resources etc the PC learns about the build indirectly, what to do: act now before it gets to large, ignore and see what happens later. This event does not necessarily have to be part of the main story thread, but it would involve the capability for NPC's in the game to be semi-autonomous engines so to speak.
@paul d-i don't think we would do anything that's fully autonomous, but we do like advancing story elements in the background based on actions the player (and other characters) take. we did this a bit in fallout: new vegas. as you hit major story points, things started to change in the world (e.g. veteran rangers and NCR heavy troopers started to show up). more reactive stuff would be even cooler if we have the resources to do it.
@OE: Have you guys decided which character stats will feature in PE? Will they be the same as typical D&D type stats, like STR, DEX, INT, CHA etc, or will they have a different flavour to them that suits your game world?
Also, will certain stats have an effect on dialogue options, like in PS:T, or will you ultimately leave it up to the individual player, & not their character's intellectual capabilities, when dialogues come into play?
@patricia- we have gone through a few lists. ability scores are tricky for a number of reasons because often many classes can dump stats without consequence. we'd like to make sure we can solve these problems before committing to a specific list. re: dialogue: i'm not sure. we need to talk more about it internally. we've recognized that stat-unlocked (and skill-unlocked) dialogue options can often produce "i win" options in conversation which isn't that great as far as supporting roleplaying agency goes.
@Josh, Cool. Will we get any clues about those 'unusual' races before the Kickstarter is over?
@bruce - some, yes. i just don't want to rush developing something prematurely
I think Peter was asking if there will be Dragons in the game?
@bruce/peter - re: dragons: we haven't discussed the great beasts if this world at length yet, so it's too early to say.
okay, i'm heading back to work! i'll try to come back tomorrow and answer more questions if you have them. ~*