So what happens…
when one of the most acclaimed and beloved gaming company opens a project on kickstarter?
Reaching a mind blowing 1.5 million dollar goal in less than 24 hours is what!
Obsidian is remembered throughout the gaming community for incredible titles such as the epic Baldur’s Gate and the award winning Fallout series. While gaming industry writers and story makers are busy squabbling over the definition of art, whether a game fits into it, and debating the idea of games as concrete and valuable storytelling mediums; Obsidian was just out there doing it.
“Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment.”
If you’re not excited yet, we’ve managed to get our hands on the legendary game designer, Josh Sawyer who gratefully answered a few questions for us on the upcoming title!
XP4T: You mention that combat is real-time with pause. Will there be an option to get true turn based gaming out of it?
Josh Sawyer: Because our combat system is designed for real-time with pause from the ground-up (as opposed to adapting a turn-based system), it would be difficult to adapt the real-time system into turn-based. Tim Cain and I talked at length about his experiences implementing a split real-time/turn-based system in Arcanum and we agreed it made sense to stick to just the real-time with pause system for Project Eternity.
XP4T: Why the decision to make a rated M game?
Josh Sawyer: It’s not so much a decision to make an M-rated game as much as a decision to make a game that deals with some really brutal aspects of how people behave. That often winds up pushing things out of T and into M. I worked on a project once where the publisher complained that we weren’t really “using the M-rating to its fullest potential” (i.e. blood, guts, sex), which I think totally missed the point. There may be blood, guts, and sex in Project Eternity (hopefully not at the same time), but we’re not setting out to make something that thrives on shock value.
XP4T: How has the Kickstarter experience influenced the direction of the game so far?
JoshSawyer: Listening to feedback from the fans has helped us realize that people can be pretty polarized on what they want, even among a group of people ostensibly united by a love of the same games. For us, that means prioritizing options is important. If people don’t like a certain aspect of how skill checks are presented or how combat works, we should give them the ability to turn that off, resources permitting.
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