Very early in the development process, Lead Designer Josh Sawyer vocalized his dislike of total fail states in system design. Central to this dislike was a distaste for 'hard counters', like a fire elemental being completely immune to fire damage. For this reason, Sawyer also initially designed Pillars of Eternity's system with no misses, substituting them with "grazes" that dealt less damage. He also based his armor-system on gradual damage reduction rather than outright evasion. Furthermore, Sawyer announced his goal was to make every skill, talent and attribute of his system useful. Not necessarily equally good – but the intention was to make sure that there were no "traps" – abilities which were downright awful.
In theory, I lauded these goals, which were predictably criticized by grognards everywhere for being implicitly poor design. The grognardian criticism was based on the idea that there must be bad abilities and pitfalls in order for players to feel rewarded for building a good character. I certainly do not mind systems that do this – I am an avid Pathfinder player in my spare time, after all – but I also fail to see why it should be a general rule. With Pillars of Eternity, Sawyer was attempting to give the player a framework of classes and abilities that they could toy around with to their heart's content, safe in the knowledge that all combinations of assets in the system would at least provide some measure of functionality.
Do people understand why the game was only enjoyable on Path of the Damned? It's because when you design a system where every build functions and there are no hard counters, the significance of strategic and tactical decisions is made that much smaller, and consequently only in a set up of razor thin margins can they have the desired effect of separating the highly competent from the barely functional. That is to say, in order to force relevant combat variety and challenge into such a system, your encounter designer has to work within the tiny confines of the few differences that DO exist between well-built, well-executed parties and poorly-built, poorly-executed parties, to find the few places where the game DOES distinguish between having the correct approach and not having the correct approach.
...And all for what? So people can't make bad characters?
So creatures literally made of fire can still be hurt by fire balls? These are utterly underwhelming justifications. I can see why you might want to make all abilities
useful and to reduce the quantity of
total fail states in a system, but this is typically done through increasing the complexity of the system, for example by introducing more potential synergies, not by reducing strategic dimensions.
More than anything else, Sawyer drew inspiration from the 4th edition of Dungeons & Dragons, which many consider to be a failed experiment, but which Sawyer lauded for its game balance and uniformity. 4th edition compromised on the fundamental difference in feel between classes to provide "something to do" during combat for all classes, to do away with the "boring auto-attacks vs. exciting spellcasting"-feel that characterized fighting and spellcasting classes respectively in earlier editions of D&D.
A commendable goal, but for the fact that Pillars of Eternity is a party-based,
REAL TIME WITH PAUSE game that does not need more something to do, since there's only so much you CAN do within a certain unit of time. But this topic has been discussed to death.
Pillars of Eternity's story bases itself entirely on a twist-and-reveal gimmick. The twist in itself is executed fairly well, and the last one or two hours of the game, after entering Sun in Shadow, is where the story starts to take shape and become enjoyable. In that final part, the game provides both the player and the villain with much-needed motivation and contextualizes the setting in an interesting way.
...
So how do you make a story spanning over 80 hours work when you cannot give any details whatsoever until the last hour? The writers of Pillars of Eternity clearly could not answer that question. They tried desperately, even throwing Thaos' old love interest at us who, unsurprisingly, has nothing to say about the man, because remember: due to the game's twist, we cannot learn anything of substance about him until the end.
This is a poor excuse. Many games with strong twists nonetheless feature involved antagonists who are anything but absent. Thaos could've easily done more. His back story had him destroying entire civilizations. That's more apocalyptic than anything Sarevok achieved. The problem is that for most of the game, Thaos was
simply not there. It doesn't matter whether he reveals his motivations to the player - a man like Thaos wouldn't have cared to explain himself to insignificant persons like the player, in any case. It does matter, however, that he didn't do much of anything.
But then again, I don't think Pillars of Eternity's plot was built around Thaos. Raedric, Defiance Bay, even most of Twin Elms were set up as generic CRPG locations with generic laundry lists of problems to solve. The game was filled with side quests and areas built more for adventurers than an individual tracking down an ancient, body shifting super villain while searching for a cure to his madness. Such content distracted from, rather than added to, the main plot, and THAT is what's responsible for the game's lack of focus.
This leads us to the White March... Which, though an expansion, takes place in the middle of the game - a game in which, by virtue of the plot, the player is either trying to cure his own madness, or trying to track down Thaos. What a wonderful time to go on a long adventure in the frozen north!
In a display of intellectual honesty that few designers can boast of, Josh Sawyer recognized his mistake and reintroduced counters as a larger part of the gameplay to incentivize tactics-switching. Obidian's team refined the character system and made many talents more build-defining, while simultaneously diversifying abilities and nerfing strategies that were too efficient. The White March also features encounters that feel like Obsidian had a whole team of people who did nothing but plan out, test and re-test battles, filling areas with monsters placed in innovative and annoying combinations – especially on Path of the Damned difficulty – to encourage even further planning on the part of the player. Spamming the same abilities fight after fight is no longer an option, not only due to enemy resistances, but because of the placement, attack type and abilities of your opponents. Even a few, basic trash fights in difficult areas such as Longwatch Falls demand diverse tactics.
The review started off praising Sawyer's decision to go in a different direction than Dungeons and Dragons, yet now it seems like you're just praising his willingness to go back to it. So which is it - did Sawyer succeed in pushing the genre forward, or did he fail, and in case it is the latter, on what basis do we call Pillars of Eternity a masterpiece of game design?
Consider this description:
My next playthrough will feature four paladins as the party's backbone, and while they will all pick up the same low-radius AoE damage abilities in the late game in an attempt to stack them on top of each other, their initial, different talents and combat styles will make them feel like four distinct characters. This is in no small part due to another sound success of Pillars of Eternity, making each weapon type and gear setup feel distinctive. In the original game, these differences were masked by poor design choices - mainly that rote strategies could defeat every encounter. In The White March, however, the differences between the weapon types shine.
If you are not paying attention, chances are as well that you will find some encounters oddly easy and some nearly impossible if you rely too much on the same strategies or are unwilling to have different weapon setups. The trick is that resistances, defenses and the armor type of your opponents have a huge impact on the number-crunching in the background, and switching attack types can be as important as changing the overall battle plan.
So basically... Builds that matter, weapon choices that matter, resistances and armor types that matter, and counters that matter. You know what this sounds like? Yes, it sounds like Dungeons and Dragons - and an invalidation of Sawyer's entire initial philosophy towards mechanics design.
Pillars of Eternity: The White March is a rare phenomenon because it sorts through the past with clarity of vision, doing away with quaint mechanics and obsolete system design while holding onto what always worked, what was never broken to begin with.
Or in other words, understanding that the core design philosophy behind Dungeons and Dragons was never broken, to begin with, and that outside of a few nitpicks about the arbitrariness of Gygax's design, the downright arrogant criticism by Sawyer and his fans was simply not deserved. After all, we are talking about the single most influential and long lasting game system on the planet.