AwesomeButton
Proud owner of BG 3: Day of Swen's Tentacle
Great interview, thanks a lot for doing it to both involved! Throws light on some things I've been very curious for.
I had little doubt as to whether or not my impression is correct, but I was surprised by how accurate my guess turned out to be - every other answer Eric gives explains some feature I disliked in the game with lack of time/budget to iterate and polish content. I didn't realize the team was so badly pressed for time, that Eric was jumping between projects, and even in my most skeptical vision of how work was organized I didn't imagine that "Most of the dialogue in Pillars is first-draft with a cursory editing pass." Some of my summed up points on TWM1 just became so much more relevant.
I was going to criticize some specific instances, like one I had yesterday, where the Devil of Caroc's lines were so bad (especially when you add the horrendous voice acting) that I had to leave the game for a few minutes and calm down, but I guess there is no point.
I've stated many times that I don't think players should expect artistic and literary quality of a game's writing, or that a game's story should give them moral guidance and life lessons, but hell... Stuff like "scars faded like lost memories" goes too far in the cheesy direction.
I must also say I was outraged when I read that voiceacting parity between companions was partly the reason for writers to cut actual written dialogue?! Man, fuck voice acting! I want to know those characters, voiced or not.
This reinstates my impression that too much companion content has been voiced in PoE. This is one aspect of the game's design where the team should not cave in to new players' preferences. They are not fully aware of what voicing characters involves.
I had little doubt as to whether or not my impression is correct, but I was surprised by how accurate my guess turned out to be - every other answer Eric gives explains some feature I disliked in the game with lack of time/budget to iterate and polish content. I didn't realize the team was so badly pressed for time, that Eric was jumping between projects, and even in my most skeptical vision of how work was organized I didn't imagine that "Most of the dialogue in Pillars is first-draft with a cursory editing pass." Some of my summed up points on TWM1 just became so much more relevant.
I was going to criticize some specific instances, like one I had yesterday, where the Devil of Caroc's lines were so bad (especially when you add the horrendous voice acting) that I had to leave the game for a few minutes and calm down, but I guess there is no point.
I've stated many times that I don't think players should expect artistic and literary quality of a game's writing, or that a game's story should give them moral guidance and life lessons, but hell... Stuff like "scars faded like lost memories" goes too far in the cheesy direction.
I must also say I was outraged when I read that voiceacting parity between companions was partly the reason for writers to cut actual written dialogue?! Man, fuck voice acting! I want to know those characters, voiced or not.
This reinstates my impression that too much companion content has been voiced in PoE. This is one aspect of the game's design where the team should not cave in to new players' preferences. They are not fully aware of what voicing characters involves.
I very much agree with this, and as I've said some time ago - PoE2 should only be advertised as "A successor to PoE" now. Name-dropping IE games to market the sequel to a game you've already published, instead of name-dropping what you yourselves just made, would not be a good recommendation.Creatively, I think it's boring to not try and push the envelope in one way or another, and a fool's errand to try and make a game that tries to trade punches with a formative childhood memory. So, personally, I'd like us to go our own way, taking what lessons we can apply from the IE games, but ultimately making decisions that result in the best Pillars sequel we can manage, based on everything we've learned in our combined experience. I don't think you can make a new classic by emulating an old classic. Or at least I don't think it would work in this case.
I'm sure that Eric and the rest of the writing team did wonders, within the timeframe and scope they worked with, and congrats for that. But as a player, that doesn't make me feel much better in-game. I don't doubt Eric's intelligence or ability, but what use of these qualities, when he is being rushed to provide "some text" which won't even get a polishing pass, on a project which, as by now is clear, should have spent another year in development. I hope they will be able to show their full potential in a PoE2, and I think the project managers owe them one for PoE.If you're looking for a reason to hope for good stories in Obsidian's games to come, I have this to add. The best weapon we have - and it's by no means a guarantee - is to hire good people. In the past few years, we've set ridiculously high expectations for our narrative design candidates, and the ones we've hired are truly a cut above. So I can say that I personally am very excited to watch these talented writers grow into their roles and make stellar contributions to our next titles, and to hire more people like them, as we find them. I believe there is a lot to look forward to on that front.
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