Bubbles
I'm forever blowing
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- Aug 7, 2013
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Legendary game designer and Codex favourite Josh Sawyer (40/M/Santa Ana) will be giving a highly Codex-relevant lecture at GDC Europe later this month. Naturally, our staff have spared no expense and sent their best man to cover the event.
Afterwards, we'll be conducting a face-to-face interview with Mr. Sawyer himself (!). If you have any questions or comments for Josh, big or small, feel free to post them here. We'll finalize the list on August 15th.
Here are some fresh sample questions from the secret staff list: "Will PoE 2 have turn based combat?" "Is PoE really balanced right now?" "Are you ever going to fix that Confident Aim bug?" "When will patch 3.03 be released to owners of the backer DVD?" "Is Obsidian currently working on Fampyr: Gŵlalines 2?" I expect this thread to come up with even better material.
Godspeed!
If you should need further inspiration, here's the abstract of Josh's lecture:
Afterwards, we'll be conducting a face-to-face interview with Mr. Sawyer himself (!). If you have any questions or comments for Josh, big or small, feel free to post them here. We'll finalize the list on August 15th.
Here are some fresh sample questions from the secret staff list: "Will PoE 2 have turn based combat?" "Is PoE really balanced right now?" "Are you ever going to fix that Confident Aim bug?" "When will patch 3.03 be released to owners of the backer DVD?" "Is Obsidian currently working on Fampyr: Gŵlalines 2?" I expect this thread to come up with even better material.
Godspeed!
If you should need further inspiration, here's the abstract of Josh's lecture:
Looking Back and Moving Forward with Pillars of Eternity
Josh Sawyer | Design Director, Obsidian Entertainment | Speaker
Location: Congress Saal 2, 4th Level
Date: Tuesday, August 16
Time: 13:15 - 14:15
Format: Lecture
Track:
Design
Pass Type: All Access Pass, Student Pass - Get your pass now!
Vault Recording: Video
Audience Level: All
'Pillars of Eternity' is a crowdfunded PC RPG with its roots in 'Baldur's Gate', 'Icewind Dale', and 'Planescape: Torment'. Creating a spiritual successor to such beloved games after more than a decade presented a number of challenges. This talk looks at several of these problems and examines how the team at Obsidian attempted to achieve a classic look and feel while accounting for contemporary design sensibilities. The session will also show what Obsidian learned from its successes and failures and how the team plans to apply those lessons in the future.
Takeaway
Attendees will gain insights into the benefits and pitfalls of making a "retro classic", especially for a crowdfunding audience that is emotionally (and financially) invested from the start of the project. Special emphasis will be given to feeling and its significance to players.
Intended Audience
This talk will benefit anyone involved in the creation of retro classic / "old school" games as well as people involved in working with an active community of crowdfunding backers. The lecture will use RPG terms, but will not require deep RPG knowledge.
http://schedule.gdceurope.com/session/looking-back-and-moving-forward-with-pillars-of-eternity
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