Delterius
Arcane
The Road to Eternity documentary has an interesting portion where Feargus, Brennecke and Sawyer talk about the excitement that took over the studio during the Kickstarter craze. After what had been very difficult years of downsizing and cancelled projects for Obsidian, the whole situation shifted once fans showered the studio with millions. The goal was reached at a very early point of the campaign and everything that came afterwards was not really planned for. They were overwhelmed and the words "sounds like you are coming up with these things as you go" are not only an apt description of the stretch goals Obsidian put forward but they also belong to none other than lead designer himself. This lead to a case of Kickstarter feature creep, characteristic of the bigger crowdfunded CRPGs.
Also, an interesting contrast between the bigger and more successful pitches from InXile and Obsidian versus the smaller projects from indies who took to kickstarter is that the former big names sold... dreams. Even Larian's Divinity Original Sin stands somewhere between a Wasteland 2 and a Paper Sorcerer, indeed, it seems that the Kickstarter audiences work under a strange logic. The more of the game could be readily shown, the lesser its reach. A wider and larger fanbase was built on vague promises carried by name recognition. A situation not entirely unlike that of the devil we all know, the marketing and PR departments from AAA studios.
Lastly, the wishful cloud that the dream sellers from Obsidian tapped into was particularly diverse. Planescape Torment, Icewind Dale and Baldur's Gate 2 entered our collective memory for different reasons each. A great, focused and personal storyline; a dungeoneering experience with full party creation; and a run of the mill coming of age adventure through the Sword Coast with a sheer size that is unrivalled to this day. The Infinity Engine was used in very different projects, it catered to very different audiences which, by the way, fragmented into the fanbases of a few studios. And Project Eternity named every single one of those games as inspiration.
All that said, I always feared that the real problem with Project Eternity would be its scope. That it would try to do too much at the same time. That with a colossal effort, all Obsidian would manage is one of those 'mediocrity done right' games (to steal felipepe's words on DA:O). My playthrough more or less confirmed it.
Sure, everyone has their own very special Judas. That one design principle or basic aspect of the game that they'd discard and or improve, increasing their own enjoyment of the whole thing one thousand times. To most detractors its the Sawyerist heresy. To many others its the of nakedly underdeveloped NPCs who can barely cover their privates with the tiny cardboard cutouts the creative department could afford to give them. Not to mention the issue with the avalanche of infodumps that claimed the lives of at least seventeen people this past few months. A few are even burnout of Realmsy settings, as is their God given right since calamity of 2006.
But let me ask you something: what binds all of these and others together? A lack of focus. Pillars tried to do too much with too little.
In combat, Pillars played at delivering nostalgia (at least superficially) and doing its own nearly unique thing. In story, it attempted to A) Introduce a new setting, B) Slightly twist its genre and C) Delve in universal metaphyisical storylines, all at the same time. The only time Pillars really tried to dial things back somewhat was in respects to content density, which was a wise decision. But then again, it did so when comparing itself to Baldur's Gate 2 of all things.
It is no surprise, then, that combat still has a lot of kinks to solve and that the story didn't have the time or room to flesh out anything or anyone.
Finally, consider this: take the two main storylines of Pillars of Eternity and place them in two different games. One is about Dyrwood and its like the Neverwinter Nights 2 OC, it focuses on estabilishing the setting. The other is about the Leaden Key and its the Mask of the Betrayed expansion, delving in larger than life, world spanning events.
Maybe then Dyrwood's status as a post revolutionary (republic? I don't even know who gets to vote) would amount to more than a lot of Not!Americans killing each other in an orgy of FREEEDOM. More could be done of the city's faction play. There would be more room for characters like Duke Aevar and Lady Webb to act, to be more than disposable plot devices, such that you'd actually care about their climatic deaths. You'd see more of the actual daily problems with Animancy outside the scope of the conspiracy and the madness of totally Not!Necromancers. The ideals put forward by the revolution and Durance's creed could be challenged and fleshed out more as we focus on the Purges.
Likewise, the whole plot of the Leaden Key and the PC's personal quest for survival would have more room to work. Who knows? Maybe the precedent set by the spirit gauge could be tapped upon and it would feel like your character really is in danger. Thaos would be more than a clumsy old man who succeeds due to raw power and apparently never intrigue. Grieving Mother would be more than a schizophrenic ghost with random seizures whom you meet randomly on an ordinary road.
TL;DR: You can't be BG2, PS:T and IWD at the same time. Hell, you can't even be BG2.
Also, an interesting contrast between the bigger and more successful pitches from InXile and Obsidian versus the smaller projects from indies who took to kickstarter is that the former big names sold... dreams. Even Larian's Divinity Original Sin stands somewhere between a Wasteland 2 and a Paper Sorcerer, indeed, it seems that the Kickstarter audiences work under a strange logic. The more of the game could be readily shown, the lesser its reach. A wider and larger fanbase was built on vague promises carried by name recognition. A situation not entirely unlike that of the devil we all know, the marketing and PR departments from AAA studios.
Lastly, the wishful cloud that the dream sellers from Obsidian tapped into was particularly diverse. Planescape Torment, Icewind Dale and Baldur's Gate 2 entered our collective memory for different reasons each. A great, focused and personal storyline; a dungeoneering experience with full party creation; and a run of the mill coming of age adventure through the Sword Coast with a sheer size that is unrivalled to this day. The Infinity Engine was used in very different projects, it catered to very different audiences which, by the way, fragmented into the fanbases of a few studios. And Project Eternity named every single one of those games as inspiration.
All that said, I always feared that the real problem with Project Eternity would be its scope. That it would try to do too much at the same time. That with a colossal effort, all Obsidian would manage is one of those 'mediocrity done right' games (to steal felipepe's words on DA:O). My playthrough more or less confirmed it.
Sure, everyone has their own very special Judas. That one design principle or basic aspect of the game that they'd discard and or improve, increasing their own enjoyment of the whole thing one thousand times. To most detractors its the Sawyerist heresy. To many others its the of nakedly underdeveloped NPCs who can barely cover their privates with the tiny cardboard cutouts the creative department could afford to give them. Not to mention the issue with the avalanche of infodumps that claimed the lives of at least seventeen people this past few months. A few are even burnout of Realmsy settings, as is their God given right since calamity of 2006.
But let me ask you something: what binds all of these and others together? A lack of focus. Pillars tried to do too much with too little.
In combat, Pillars played at delivering nostalgia (at least superficially) and doing its own nearly unique thing. In story, it attempted to A) Introduce a new setting, B) Slightly twist its genre and C) Delve in universal metaphyisical storylines, all at the same time. The only time Pillars really tried to dial things back somewhat was in respects to content density, which was a wise decision. But then again, it did so when comparing itself to Baldur's Gate 2 of all things.
It is no surprise, then, that combat still has a lot of kinks to solve and that the story didn't have the time or room to flesh out anything or anyone.
Finally, consider this: take the two main storylines of Pillars of Eternity and place them in two different games. One is about Dyrwood and its like the Neverwinter Nights 2 OC, it focuses on estabilishing the setting. The other is about the Leaden Key and its the Mask of the Betrayed expansion, delving in larger than life, world spanning events.
Maybe then Dyrwood's status as a post revolutionary (republic? I don't even know who gets to vote) would amount to more than a lot of Not!Americans killing each other in an orgy of FREEEDOM. More could be done of the city's faction play. There would be more room for characters like Duke Aevar and Lady Webb to act, to be more than disposable plot devices, such that you'd actually care about their climatic deaths. You'd see more of the actual daily problems with Animancy outside the scope of the conspiracy and the madness of totally Not!Necromancers. The ideals put forward by the revolution and Durance's creed could be challenged and fleshed out more as we focus on the Purges.
Likewise, the whole plot of the Leaden Key and the PC's personal quest for survival would have more room to work. Who knows? Maybe the precedent set by the spirit gauge could be tapped upon and it would feel like your character really is in danger. Thaos would be more than a clumsy old man who succeeds due to raw power and apparently never intrigue. Grieving Mother would be more than a schizophrenic ghost with random seizures whom you meet randomly on an ordinary road.
TL;DR: You can't be BG2, PS:T and IWD at the same time. Hell, you can't even be BG2.