The answer to most of these questions is time. That's why Tim Cain said you need 3.5 years and everything we've seen so far suggests that he was right.
As far as narrative goes, you may be right. I think they aimed way too high with their narrative and fell quite short, with loose threads everywhere.
Anyway, I'm curious to hear your thoughts on bad system design. I'm sure you posted it before, but would you mind summing it up for me? For the record, I'm not talking about flaws that could be easily fixed or improved, I'm talking about 'bad design' - things that can't be fixed.
Sure. I have quotes saved on my computer where Josh Sawyer states multiple times that Pillars of Eternity will have reactive tactical combat. My experience is pretty much the exact opposite of that. Combat is not very tactical and not very reactive. The combat in this game is mostly strategical, revolving around encounter strategy and positioning.
To me strategy isn't just gear/character creation choices. I played top tier competitive Call of Duty and strategy to us would include our positions and our plan and set things that we would do. We would use tactics to solve problems encountered when playing. If some guy peeked a doorway I didn't expect, my tactic to beat him might be to run behind a bin and jumpshot him or something like that. That is the tactic I used to beat him. He caused me to react to what he did.
In Pillars of Eternity when I face an encounter I use like 99% strategy. I use the stealth system to see what encounter is up ahead, I always get the jump on pretty much every encounter in the game. Then I send my tank characters forward so they soak up all the aggro, pre-positioned ready to go and either let an alpha strike go, or leave stealth to let my tank characters get targeted, I might make a positional adjustment before engagement begins and then I might use their per-encounters, while then queuing up per-encounters from my other characters. All I do then is pile on damage and afflictions. I almost never have to react to what enemies are doing. I rarely have to manage endurance - healing spells are pretty pointless, knockouts aren't a big deal (but personally I reload most of the time a character gets KO'd so I am essentially trying to save characters every now and again reactively to a gameplay restriction I set upon myself). Engagement makes encounters very static and punishes me for moving, so there's rarely any point using movement based tactics to respond to targeting, damage or disable (nor is there really a need to if you get your setup right). Most afflictions don't even matter - short durations, lots of them end when the unit that inflicted them is killed or they end when the encounter is over. This promotes simply dealing damage and killing things quicker rather than responding to the affliction.
Because of the homogeneous and unified system design, most encounters can be dealt with using this same strategy and rote sequence, with basically no adjustment on what the enemy does during combat, - it's all about encounter strategy and opening.
There's some info on the systems I think are at fault here:
http://www.rpgcodex.net/forums/inde...at-contributes-to-banality-of-gameplay.98429/
The Infinity Engine games had several things that required you to react, and to be tactical IF you didn't rest spam the shit out of the game so you could always easily beat stuff with your biggest spells. You had to manage your HP which did not automatically heal, so often you weren't at full strength for the majority of encounters in the game. 0 HP = death so you had to react to damage a lot more than you do in PE. IE games don't have per-encounters and full party stealth so you don't do a full sneak and alpha strike every time, often you would react to enemy targeting and their opening spells if any. Afflictions were a big deal and you were basically required to react to stuff like poison, hold, disease, level drain, stat drain ... most things. You could pre-buff sure, but most times it was not required to - simply drink potions or cast reactive spells in combat, as you may not even need to pre-buff. You often dispelled mage protections. In Pillars of Eternity I have not used Arcane Dampener once. Hard counters and immunities would also force you to change what you did on a per-encounter basis, if not as an in combat reaction, then at least as a pre-encounter reaction, swapping weapons or ammunition or stuff like that. You had to dispose of trolls with fire or acid when you knocked them down, because if you didn't they'd get back up. There's literally a whole laundry list of stuff you had to react to in the IE games that you don't even have to worry about in Pillars of Eternity. Maybe not all of it in BG1, but collectively.
For me, combat in Pillars of Eternity revolves primarily around positioning and strategy and is not very tactical or reactive and is very repetitive and boring. I enjoy RTwP and I enjoy the Infinity Engine game combat but I dislike Pillars of Eternity combat and find it a chore.
You misunderstood. The question isn't how much can you fix in a year, but 'how different the game would be had Obsidian aimed at 3.5 years from the start, not 2.5, and planned accordingly?'
I didn't misunderstand. If the game was 3.5 year we would have many more of the things that I listed - more features, probably better content (or at least more content), more polish. I don't think we would have better system design, and I still think we would have several of the main narrative issues I have with the game - like the player motivation issues, the boring antagonist/dyrwood/support cast, the derp Act 2 ending and the banal stuff about gods in Act 3.