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Eternity Avowed - Obsidian's first person action-RPG in the Pillars of Eternity setting - coming February 18th

ArchAngel

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Mar 16, 2015
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No, it will be a fantasy-themed RPG-lite, structured the same way as TOW.

This will become evident as soon as the first dev stream begins.

Obsidian cannot pull off a Skyrim clone.
Skyrim was also very RPG lite so not much difference.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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No, it will be a fantasy-themed RPG-lite, structured the same way as TOW.

This will become evident as soon as the first dev stream begins.

Obsidian cannot pull off a Skyrim clone.
Skyrim was also very RPG lite so not much difference.

The standards shifted, the RPG design-challenged Microsoft employees can't cope with Skyrim anymore. It's too complex, the technology isn't there yet!!

Obsidian is not in the business of RPGs any more, it's in the business of PR, managing expectations. Next time Patel will go "what, you expect us to actually design an RPG? That's too much work for a small studio"
 

scytheavatar

Scholar
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Sep 22, 2016
Messages
694
No, it will be a fantasy-themed RPG-lite, structured the same way as TOW.

This will become evident as soon as the first dev stream begins.

Obsidian cannot pull off a Skyrim clone.
Skyrim was also very RPG lite so not much difference.

Skyrim makes up for being RPG lite by being the quintessential Bethesda game. Current Obsidian can't make an RPG, can't make an open world, why would people want to buy their medieval TOW?
 

IHaveHugeNick

Arcane
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Apr 5, 2015
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1,870,558
Yeah, I think that's the right perspective to have. Skyrim may have been a shit cRPG, but there's a reason people are playing it to this day, it has other things going for it. Obsidian cannot into walking simulator and they cannot into good combat and they cannot into good story anymore, so what's the selling point of A-bowel exactly?

Don't get me wrong, I hope it does well, but it just kinda seems redundant.
 

ArchAngel

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Yeah, I think that's the right perspective to have. Skyrim may have been a shit cRPG, but there's a reason people are playing it to this day, it has other things going for it. Obsidian cannot into walking simulator and they cannot into good combat and they cannot into good story anymore, so what's the selling point of A-bowel exactly?

Don't get me wrong, I hope it does well, but it just kinda seems redundant.
From Awoved gameplay combat looks good enough. I do not want all action oriented games to be similar to Dark Souls.
I tried that new Jedi game (first one, not the sequel from last year) and quit because it was like Dark Souls instead of like Jedi Academy which is 10x better game.
 

Lemming42

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Skyrim wasn't trying to be a cRPG in the classic sense, it's an action game with stats and a ton of systems that allow the player to fashion a build which rewards investment in the form of perks, but also remains flexible enough that the player is free to experiment with different mechanics as they choose - a player who specialises in Sneak from the start will be rewarded with useful perks and better rolls against detection, but any player can decide to take up Sneak midway through the game if they like and be relatively competent at it. You can obviously criticise this entire design philosophy from the start if it's not your thing, and also question how well Skyrim achieved its own goals, but "action game with RPG-lite elements to allow for some build customisation" is what they set out to make, and they were successful enough that it was a smash hit that retains a huge playerbase, and enjoys a fanbase that includes all types of people from casual players to HARDCORE CODEXERS.

What's odd is that you'd think this would open the door to other developers to copy the same model, and thus make it way easier to make your own Skyrim clone since Bethesda already laid out the template, but nobody - including Bethesda themselves - seems to be able to do it, which is strange, because in theory it's pretty simple. Even the other reasons for Skyrim's success - continuous open world, dungeons that are short and punchy enough that they're always fun to do and never drag, a few light simulation aspects like crime and towns with basic NPC schedules - seem like they should be easy enough to replicate, even if on a smaller scale and lower budget.
 

Roguey

Codex Staff
Staff Member
Sawyerite
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36,759
The standards shifted, the RPG design-challenged Microsoft employees can't cope with Skyrim anymore. It's too complex, the technology isn't there yet!!

What's odd is that you'd think this would open the door to other developers to copy the same model, and thus make it way easier to make your own Skyrim clone since Bethesda already laid out the template, but nobody - including Bethesda themselves - seems to be able to do it, which is strange, because in theory it's pretty simple. Even the other reasons for Skyrim's success - continuous open world, dungeons that are short and punchy enough that they're always fun to do and never drag, a few light simulation aspects like crime and towns with basic NPC schedules - seem like they should be easy enough to replicate, even if on a smaller scale and lower budget.

Skyrim benefited from the many years of development that went into Fallout 3, Oblivion, and Morrowind. Despite Skyrim selling over 30 million copies, the only studio that managed to put out a Skyrim-like was Warhorse, and that was not easy (it took them 6 years with a pre-pandemic dev team and since it's not a fantasy game they didn't have to worry about things like spells and creatures and such). It's money on the table, but the road to get there is long.
 

The Great Deceiver

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265
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
This looked fairly servicable (if not more than decent at best - Eora is still better than whatever it is they've created for Outer Worlds) - until they've revelad the utterly bland character advancement system, that is. Three classes, really? Not to mention the fact that the shown skills were of +% variety...
 

Readher

Savant
Joined
Nov 11, 2018
Messages
705
Location
Poland
The standards shifted, the RPG design-challenged Microsoft employees can't cope with Skyrim anymore. It's too complex, the technology isn't there yet!!

What's odd is that you'd think this would open the door to other developers to copy the same model, and thus make it way easier to make your own Skyrim clone since Bethesda already laid out the template, but nobody - including Bethesda themselves - seems to be able to do it, which is strange, because in theory it's pretty simple. Even the other reasons for Skyrim's success - continuous open world, dungeons that are short and punchy enough that they're always fun to do and never drag, a few light simulation aspects like crime and towns with basic NPC schedules - seem like they should be easy enough to replicate, even if on a smaller scale and lower budget.

Skyrim benefited from the many years of development that went into Fallout 3, Oblivion, and Morrowind. Despite Skyrim selling over 30 million copies, the only studio that managed to put out a Skyrim-like was Warhorse, and that was not easy (it took them 6 years with a pre-pandemic dev team and since it's not a fantasy game they didn't have to worry about things like spells and creatures and such). It's money on the table, but the road to get there is long.
Fall of Avalon devs are getting there as well, though on a smaller scale since they're on a budget.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,341
Skyrim wasn't trying to be a cRPG in the classic sense, it's an action game with stats and a ton of systems that allow the player to fashion a build which rewards investment in the form of perks, but also remains flexible enough that the player is free to experiment with different mechanics as they choose - a player who specialises in Sneak from the start will be rewarded with useful perks and better rolls against detection, but any player can decide to take up Sneak midway through the game if they like and be relatively competent at it. You can obviously criticise this entire design philosophy from the start if it's not your thing, and also question how well Skyrim achieved its own goals, but "action game with RPG-lite elements to allow for some build customisation" is what they set out to make, and they were successful enough that it was a smash hit that retains a huge playerbase, and enjoys a fanbase that includes all types of people from casual players to HARDCORE CODEXERS.

What's odd is that you'd think this would open the door to other developers to copy the same model, and thus make it way easier to make your own Skyrim clone since Bethesda already laid out the template, but nobody - including Bethesda themselves - seems to be able to do it, which is strange, because in theory it's pretty simple. Even the other reasons for Skyrim's success - continuous open world, dungeons that are short and punchy enough that they're always fun to do and never drag, a few light simulation aspects like crime and towns with basic NPC schedules - seem like they should be easy enough to replicate, even if on a smaller scale and lower budget.
Skyrim was a bad game, you are making it seem like they did something good. Baldur's Gate 1 is better fantasy "walking simulator" in almost all ways. Just a different camera view.

Avowed can only be better.
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
741
This looked fairly servicable (if not more than decent at best - Eora is still better than whatever it is they've created for Outer Worlds) - until they've revelad the utterly bland character advancement system, that is. Three classes, really? Not to mention the fact that the shown skills were of +% variety...
At least they are giving advanced notice to lower expectations after that initial trailer from so long ago hinted at being an elder scrolls competitor. From random twitter conversations of Avowed, there are still people out there expecting this to be a true open world game. The consequences of first impressions, I guess.
 

Child of Malkav

Erudite
Joined
Feb 11, 2018
Messages
3,044
Location
Romania
What's odd is that you'd think this would open the door to other developers to copy the same model, and thus make it way easier to make your own Skyrim clone since Bethesda already laid out the template, but nobody - including Bethesda themselves - seems to be able to do it, which is strange, because in theory it's pretty simple.
Ironically, CDPR with Cyberpunk 2077 came the closest. But the bad launch, the less interactivity, dead city, lifeless world etc. made the whole game seem worse. But at its core it's extremely similar to TES/FO design that shitesda has. Plus mods. But now they're going over UE and no more mods. They lost which means shitesda will remain unchallenged again. Make no mistake, I hate shitesda and CDPR but they had a chance and blew it.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Tim Cain's story about working there still makes me laugh. He springs out of his chair and raises his voice in excitement to relay a good idea he's just had to the team, and he's chastised for making sudden movements and raising his voice because it spooked people or whatever, as if the people who work there are nervous old horses who'll bolt from the stable at a loud noise. Oh, and the one about how him writing a to-do list on the whiteboard was taken as a passive-aggressive attack by his team and caused a rift which nearly broke the damn company apart at the seams.
I remember the second one, from his video on TOW, but where is the forst anecdote from?
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,297
The standards shifted, the RPG design-challenged Microsoft employees can't cope with Skyrim anymore. It's too complex, the technology isn't there yet!!

What's odd is that you'd think this would open the door to other developers to copy the same model, and thus make it way easier to make your own Skyrim clone since Bethesda already laid out the template, but nobody - including Bethesda themselves - seems to be able to do it, which is strange, because in theory it's pretty simple. Even the other reasons for Skyrim's success - continuous open world, dungeons that are short and punchy enough that they're always fun to do and never drag, a few light simulation aspects like crime and towns with basic NPC schedules - seem like they should be easy enough to replicate, even if on a smaller scale and lower budget.

Skyrim benefited from the many years of development that went into Fallout 3, Oblivion, and Morrowind. Despite Skyrim selling over 30 million copies, the only studio that managed to put out a Skyrim-like was Warhorse, and that was not easy (it took them 6 years with a pre-pandemic dev team and since it's not a fantasy game they didn't have to worry about things like spells and creatures and such). It's money on the table, but the road to get there is long.
Either they don't have ambition or they think they don't need to be ambitious, it seems like all their goal with MS purchase was churning out mid to low tier gayms. The reason for not making KCD/Skyrim-like gaym 10 years ago was publishers didn't give em moneh to do it(and fergie was begging for it) now its too much of an undertaking, they can't be bothered, they go to Sawya and he gives them a power point presentation that essentially says:
 

NaturallyCarnivorousSheep

Albanian Deliberator Kang
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Was TOW really that bad? I heard it's fun to shoot around in, just don't expect New Vegas or much of an RPG in terms of mechanics.
It's a mediocre game. The gameplay isn't horrible, the quests had a person designing them, graphically it's fine, most things click together. About the only shit thing is writing and plot, for starters, going lone wolf in it really makes it 100 times better. The world itself is so deranged it's not even worth talking about though.
 

Spike

Educated
Joined
Apr 6, 2023
Messages
980
The Obsidian guys don't really look happy in any of their marketing material.

They probably know something we don't.
I feel kind of bad like I'm telling a kid santa isn't real. But someone has to do it.

All those ads and marketing pics you see with happy smiling faces... they aren't really that happy. They are employees being told to smile for the camera or models paid to smile.
Santa actually is real, he's Saint Nicholas!
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,341
The Obsidian guys don't really look happy in any of their marketing material.

They probably know something we don't.
I feel kind of bad like I'm telling a kid santa isn't real. But someone has to do it.

All those ads and marketing pics you see with happy smiling faces... they aren't really that happy. They are employees being told to smile for the camera or models paid to smile.
Santa actually is real, he's Saint Nicholas!
If you are a USA libtard with college debt or illegal immigrant he is called Saint Biden.
 

Saint_Proverbius

Administrator
Staff Member
Joined
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Messages
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Behind you.
Skyrim was a bad game, you are making it seem like they did something good.
Skyrim isn't bad game, per say, but it's a dreadful CRPG. Bethesda has the distinction of making the only "RPGs" where I wait until I'm not doing anything else to open the character menu after I level up as opposed to doing the second I hear the *ding* alert. I really don't think you should be able to claim that you're a AAA RPG developer when you make RPGs that people don't actually care when they level up. And Skyrim wasn't the only one like that, either. Fallout 4 was the same way.
 

Drakortha

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Jan 23, 2016
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Terra Australis
Skyrim was a bad game, you are making it seem like they did something good.
Skyrim isn't bad game, per say, but it's a dreadful CRPG. Bethesda has the distinction of making the only "RPGs" where I wait until I'm not doing anything else to open the character menu after I level up as opposed to doing the second I hear the *ding* alert. I really don't think you should be able to claim that you're a AAA RPG developer when you make RPGs that people don't actually care when they level up. And Skyrim wasn't the only one like that, either. Fallout 4 was the same way.
Because the leveling up in their games has been devolved into a dopamine supply apparatus. You are not leveling up because you are building a character into a role. Instead, you are just being fed dopamine through sound and visual queues and in Fallout 4 they took it a step further with those little entertaining vault-tec animations.
 

Lemming42

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I think you're intended to save the level-ups if you're in combat since they're a free full health/stamina/mana restore, which is part of your reward for levelling up. It can save your life if you gain a level during a battle that's otherwise going badly. It's cool in concept, in vanilla it sadly just means you're even more unstoppable than you already were but I played with Requiem or SkyRe or whatever, one of those overhauls that scales enemy damage up to stupid levels, and levelling up pulled me back from the brink a few times.
 

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