Excidium II
Self-Ejected
Yeah but Irene identified two.
Yeah but Irene identified two.
But I think with Tyranny we're not going for the same level of nostalgia that Pillars was focused on with their Kickstarter... So we're trying to change a few things, see if with more faster-paced combat, a smaller party, things that mainly would appeal to a certainly broad audience, but still having that same core that people who backed Pillars and loved that game, they'll still find a lot of the same elements in Tyranny that they loved in Pillars.
But I think with Tyranny we're not going for the same level of nostalgia that Pillars was focused on with their Kickstarter, bringing people into the crowdfunding for that game.
I have the feeling that the game will follow the Alpha Protocol model of choices
I was right about the Iceberg of Popamole it seems:
"One of the things we saw, looking at Pillars, it wasn't actually a six player party because you have characters with allied pets and summoned creatures, so sometimes that six person party would result in a lot of characters on screen. I think one of our programmers, before Pillars launched, put together a party that was full of chanters, all of them summoning skeletons, to create a giant horde of summons to swarm the enemy, it was his own version of the Zerg rush. It was very fun to watch, but it was also a lot harder to keep track of what's going on in combat when you have that many characters performing actions all at the same time. So one of the reasons we decided to go for a four person party is that, we kinda wanted combat to feel a little more faster paced Pillars, and with going with four people in a party it's much easier to keep track of the overall battle and because we have fewer party members we can have a smaller number of enemies in the encounters you're facing. So the overall number of actors moving around on screen is less and it's much easier for players to keep track of everything that's going on and really understand what abilities their allies are using, which caster is about to get off one of the powerful spells and you have to go and stop him before he can actually issue that spell. The reduced party size really helped with the overall streamlining of combat and making it much more faster-paced and a more personal experience."
Well, I was poking fun so far, but this indeed shows great promise of being shit.
That, or have a hard cap on how many can there be active.- If you don't want to have large crowds due to summons, then don't have summons!
I hope this project crushes and burns. Otherwise it is going to destroy Pillars, the same way that Mass Effect destroyed Dragon Age.
For the obvious reason that it wouldn't have been their decision.I hope this project crushes and burns. Otherwise it is going to destroy Pillars, the same way that Mass Effect destroyed Dragon Age.
Heh, hysterical much?
Funny thing is, if Obsidian had gotten to do a Fallout: New Vegas 2 based on FO4's gameplay mechanics, it probably wouldn't have triggered such reactions, despite being way more popamole than a Dragon Age-like mass market isometric game.
It was very fun to watch, but it was also a lot harder to keep track of what's going on in combat when you have that many characters performing actions all at the same time. So one of the reasons we decided to go for a four person party is that, we kinda wanted combat to feel a little more faster paced Pillars, and with going with four people in a party it's much easier to keep track of the overall battle and because we have fewer party members we can have a smaller number of enemies in the encounters you're facing. So the overall number of actors moving around on screen is less and it's much easier for players to keep track of everything that's going on and really understand what abilities their allies are using, which caster is about to get off one of the powerful spells and you have to go and stop him before he can actually issue that spell. The reduced party size really helped with the overall streamlining of combat and making it much more faster-paced and a more personal experience."
For the obvious reason that it wouldn't have been their decision.I hope this project crushes and burns. Otherwise it is going to destroy Pillars, the same way that Mass Effect destroyed Dragon Age.
Heh, hysterical much?
Funny thing is, if Obsidian had gotten to do a Fallout: New Vegas 2 based on FO4's gameplay mechanics, it probably wouldn't have triggered such reactions, despite being way more popamole than a Dragon Age-like mass market isometric game.
I hope this project crushes and burns. Otherwise it is going to destroy Pillars, the same way that Mass Effect destroyed Dragon Age.
Heh, hysterical much?
Funny thing is, if Obsidian had gotten to do a Fallout: New Vegas 2 based on FO4's gameplay mechanics, it probably wouldn't have triggered such reactions, despite being way more popamole than a Dragon Age-like mass market isometric game. They're a 200 man developer, these things will continue happening.
For the obvious reason that it wouldn't have been their decision.I hope this project crushes and burns. Otherwise it is going to destroy Pillars, the same way that Mass Effect destroyed Dragon Age.
Heh, hysterical much?
Funny thing is, if Obsidian had gotten to do a Fallout: New Vegas 2 based on FO4's gameplay mechanics, it probably wouldn't have triggered such reactions, despite being way more popamole than a Dragon Age-like mass market isometric game.
Not the specific decisions, but I imagine the deal they made with Paradox was for a more casual game.
I get it, it's an uncanny valley type of situation - because the game is of the same general type as Pillars, it's perceived as being a decline of Pillars rather than being its own thing.
It is just to the best of my interests that Tyranny fails, because I am a PoE fan and don't want to see it watered down.
Wait to see what happens if Tyranny sells more than PoE, we are talking about afterall. Based on the level of causalness of most people that played PoE, I don' hold much hope of them stopping PoE to be dumb down.I hope Obsidian won't fall down that hole with their new Infinity Engine-likes.
I think it comes down to–in a lot of cases–that instead of people listening to criticism they just know there is criticism and then they decide independent of it that they’re going to change some stuff. So like you said, you made a modest impact, you really struck home with some people that really liked the game, and maybe the execution needed some work. So why not just make the execution of what you were going for so that the next one is totally awesome and those things that people loved about it is now even better. Then if there’s stuff that’s janky about it, yeah change the janky stuff, but not if it’s something that those people that loved the game really liked. Just make it better. I think there’s where things go wrong. People look at something and go, “Ok, so we have this core of people that love the game and this other group that fundamentally hates it, so let’s make it a different game.” And it’s like, “Well… no. They hate the game. They didn’t like anything about it. You’re not going to win those people over. They don’t even like the idea of what you’re making.”
It is just to the best of my interests that Tyranny fails, because I am a PoE fan and don't want to see it watered down.
This is pretty farfetched..
There's 0% chance of Josh Sawyer trying to make Pillars 2 appeal to a broader audience at the expense of the one it already has.
But both Sawyer (number of followers, classes) and Fenstermaker (length of story) have already stated in our face (and in their boss's face, through the interviews) that they would much rather be working on Tyranny than on Pillars.
Not at all, that's how industries work.
Not at all, that's how industries work.
Industries dominated by titanic publishers like Electronic Arts who sell to millions. We'd like to believe that the rise of Kickstarter and mid-sized developers has ushered in a new kind of gaming industry that caters to niches. Any attempt to forcibly break a franchise out of its niche is likely to alienate more people than it attracts and destroy the chances of any future Kickstarter. That seems to be working out so far - Divinity seems to be on the trajectory towards becoming more, not less complex, and the Shadowrun games didn't get dumbed down either.
I think that if Obsidian want to take Pillars of Eternity mainstream, what they'll do is complete a duology or trilogy of hardcore isometric games, then hope they've made enough money and gotten enough publicity to launch a mass market spin-off title that'll be some kind of multiplatform Skyrim/New Vegas-type thing.