Josh Sawyer has been the public face of Pillars of Eternity, on Internet forums, social media and in interviews. As such, in-depth public discussion has tended to focus on the game's system design and its setting - the things Josh was responsible for. We actually know remarkably little about the hows and whys of Pillars of Eternity's story, characters and themes. Which is of course the reason we decided to do this interview.
So, before we go on to more specific questions, I'd like to ask you to, basically, show your work. What themes and concepts did you intend to explore in Pillars of Eternity? Which quests and which characters are you particularly proud of and how did they reinforce those themes? In short, what's smart about the story of Pillars of Eternity?
I hesitate to talk a whole lot in very specific terms about themes and deeper meaning because people will start to use it as definitive evidence of this or that, and it deadens discussion. I'll say a bit, but you'll have to excuse my being cagey here. Also in order to answer this, fair warning, there will be major spoilers.
We had two major themes we wanted to work with, both of which seemed natural and important to discuss for this particular story and setting. I'll suggest that people who think one of them is about faith might want to broaden their perspective a bit. Both themes are present in the player's story and at least one is present in each companion's story, though which theme it is varies. White March (taken as a whole) puts a spin on both, but tends to focus on one in particular.
Part of the genesis of the Pillars story in particular was the observation that in most fantasy settings, the gods are taken for granted. You know they're up there on Olympus or in the heavens or wherever, and you have some idea of how your afterlife is going to look, and what steps you have to take to improve your standing in that regard. Characters in these worlds, on some level, aren't quite human if they don't have to wonder about these things. It's a romantic and appealing fantasy to have all of that figured out and to only need to worry about killing your enemies and pleasing your gods and boning other similarly carefree and attractive violet-eyed adventurers, and that's resulted in the prevalence of that kind of setting within the genre. But if you go that route you miss out on one of the best ways to test your characters and see what they are made out of, and you also miss out on a powerful source of relatability that just about every other genre has access to (and futuristic sci-fi often thrives on).
This wasn't an idea that came about immediately, even when writing what would become he final treatment, but when it did, it led to the game story as you see it now.
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