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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

hoverdog

dog that is hovering, Wastelands Interactive
Developer
Joined
Jul 8, 2010
Messages
5,589
Location
Jordan, Minnesota
Project: Eternity
obsidian site is down:M
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,716
How is this like TORN?
In Torn, the player assumed the role of a wanderer, who was cursed to bring misfortune to people and places around it.
In Dullsville: Eternity you play the role of a watcher, cursed to do... something.

Torn was to use a modified version of the SPECIAL system; combat occurred in quasi-real-time, rather than strictly being turn-based.
Real time with pause, check.

Torn was to allow the player direct control over only the protagonist character. However, up to five artificial intelligence-controlled "companions" could be hired at once, and would have replaced a conventional adventuring party. Companions would have interacted with one another, obligating the player to find companions who worked well together
...
While these features were publicized, Feargus Urquhart later stated that "even at the end of our work on Torn, we were still considering going back to a system that gave players direct, full control over the party members".
Create a single character, gather companions, check.

David Maldonado on TORN's setting: "The primary idea was to create a high-fantasy world (a prerequisite from day one - it's by far the most popular CRPG setting, despite the raucous cries of slightly jaded developers, reviewers, and some long-time gamers... sorry, guys) that began with a concept simple enough for everyone to get their head around. Then it was a matter of plent-o' twists, "tweaks for coolness," unique takes and variants on some old familiar standards, and BOOM : the World of Torn. In nearly all aspects of the world we've strived to create something familiar, yet different. I wanted there to be intriguing details and story for those interested in such, answers to those many questions so often ignored in other settings (e.g. "where the heck do all these orcs come from, and why are they all so angry?!"), background and reasons that made sense and were entertaining to discover and learn about... but most of all, I wanted Torn to be enthralling without having to be totally alien ("In Torn, dwarves live underwater and have tentacles and four eyes and shoot poison spines from their purple gill-sacks!"). I feel that a sense of familiarity and association is a powerful thing, and may be used to heighten a player's emotional experience in the game. If something can be tied into existing imagery (even if only subtly so) and be enhanced by or play off of pre-existing feelings and conceptions within the player, why throw away that extra bit of power at your disposal? In any case, we've tried to make these sundry little details and oddities pervade nearly every aspect of the game and setting (e.g. slightly altered monster stereotypes or player character racial characteristics)."

Chris Avellone on Dullsville: Eternity: "It's fantasy with its own voice. Josh Sawyer has been leading the charge with the world and race creation—at first glance, players will recognize archetypes and seemingly-familiar landscapes, but often, we just use that as a means to draw you in and let you begin to see the subtleties and differences. Our first goal with the world creation was to make a world that's fun to explore first, and then construct the lore, factions, and conflicts around that."

Same shit, slightly different packaging, that's our Fergie. M:
 

Stinger

Arcane
Joined
Aug 13, 2011
Messages
1,366
In Dullsville: Eternity you play the role of a watcher, cursed to do... something.


MotB is Dragon Age shit.


Real time with pause, check.


Torment is Dragon Age shit.

Create a single character, gather companions, check.

Arcanum is Dragon Age shit.


"It's fantasy with its own voice. Josh Sawyer has been leading the charge with the world and race creation—at first glance, players will recognize archetypes and seemingly-familiar landscapes, but often, we just use that as a means to draw you in and let you begin to see the subtleties and differences. Our first goal with the world creation was to make a world that's fun to explore first, and then construct the lore, factions, and conflicts around that."


Therefore Eternity is Dragon Age shit.

Same shit, slightly different packaging, that's our Fergie. M:

Same shit, same shitty packaging, that's our Roguey. M:
 

Wise Emperor

Arcane
Joined
Feb 16, 2010
Messages
702
Location
Mongolian Southern Coast
I hope that today they will make some update, with first stretch goals announced and write more about features of the game. Its Obsidian and we know that they wont fuck it up, but details about project are rather scarce for the moment.
 

Stinger

Arcane
Joined
Aug 13, 2011
Messages
1,366
(Even more) On the upside: Josh Sawyer hates romances, even made Bioware writer Patrick Weekes cry like a baby over it.
This on the other hand made me laugh pretty hard.

I thought Weekes was supposed to be one of the more level headed devs in Bioware...guess not.
 
Joined
Mar 13, 2012
Messages
3,438
Location
Lost Hills bunker
I hope that today they will make some update, with first stretch goals announced and write more about features of the game. Its Obsidian and we know that they wont fuck it up, but details about project are rather scarce for the moment.

Yes, otherwise they will fuck up the pledging momentum, and I don't want that...
 

taxalot

I'm a spicy fellow.
Patron
Joined
Oct 28, 2010
Messages
10,100
Location
Your wallet.
Codex 2013 PC RPG Website of the Year, 2015
Oh my, "actual adult relationship" he says to qualify his own games.

You can't blame a Bioware writer to know jack shit about adult relationships, considering they work in an all male environment. They probably think

"If on my first day at work there was girls around here, they would all indicate sexual availability and orientation at the very first conversation I have with them.".

We should be all quite sad for Bioware. They're closeted virgins.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
:lol: Holy shit, that is some exquisite butthurt. Thanks for the link.

Whole thing looks like a try to turn guy to the Dark Side: "You think you are making LIKE ART? You are doing the same escapist shit everyone else is doing! Don't think you are better than us!"
 

Cosmo

Arcane
Joined
Nov 6, 2010
Messages
1,388
Project: Eternity
Shitty Patrick Weekes managing to reveal himself as both an asshole and a pussy, just priceless ! :lol:
 

skuphundaku

Economic devastator, Mk. 11
Patron
Joined
Jul 27, 2008
Messages
2,248
Location
Rouge Angles of Satin
Codex 2012 Codex 2013 MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2 My team has the sexiest and deadliest waifus you can recruit.
I imagine Obsidian already have an idea what type of system they want for the game, but this poll is important nonetheless I think: http://forums.obsidian.net/topic/59957-what-type-of-game-system/


What kind of system would you like this game to have?

  1. A system like SPECIAL
  2. A system like AD+D
  3. A system similar to Elder Scrolls or Final Fantasy II

It's a pitched battle between AD&D and SPECIAL now. Every vote counts.
Come on bros, VOTE SPECIAL!:mob:
 

Turisas

Arch Devil
Patron
Joined
May 25, 2009
Messages
9,999
Why, that's just some random dude's own poll, not anything official. I bet Obsidian already has all of that fundamental stuff figured out.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,628
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Fuck that, an Infinity Engine homage needs a more D&D-like system.
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,158
That whole RPGwatch thread is priceless. The amount of ass-kissing Weekes got after his butthurt reaction, was massive. :lol:
 

Jashiin

Arcane
Joined
Mar 28, 2012
Messages
1,440
How is this like TORN?
In Torn, the player assumed the role of a wanderer, who was cursed to bring misfortune to people and places around it.
In Dullsville: Eternity you play the role of a watcher, cursed to do... something.

Torn was to use a modified version of the SPECIAL system; combat occurred in quasi-real-time, rather than strictly being turn-based.
Real time with pause, check.

Torn was to allow the player direct control over only the protagonist character. However, up to five artificial intelligence-controlled "companions" could be hired at once, and would have replaced a conventional adventuring party. Companions would have interacted with one another, obligating the player to find companions who worked well together
...
While these features were publicized, Feargus Urquhart later stated that "even at the end of our work on Torn, we were still considering going back to a system that gave players direct, full control over the party members".
Create a single character, gather companions, check.

David Maldonado on TORN's setting: "The primary idea was to create a high-fantasy world (a prerequisite from day one - it's by far the most popular CRPG setting, despite the raucous cries of slightly jaded developers, reviewers, and some long-time gamers... sorry, guys) that began with a concept simple enough for everyone to get their head around. Then it was a matter of plent-o' twists, "tweaks for coolness," unique takes and variants on some old familiar standards, and BOOM : the World of Torn. In nearly all aspects of the world we've strived to create something familiar, yet different. I wanted there to be intriguing details and story for those interested in such, answers to those many questions so often ignored in other settings (e.g. "where the heck do all these orcs come from, and why are they all so angry?!"), background and reasons that made sense and were entertaining to discover and learn about... but most of all, I wanted Torn to be enthralling without having to be totally alien ("In Torn, dwarves live underwater and have tentacles and four eyes and shoot poison spines from their purple gill-sacks!"). I feel that a sense of familiarity and association is a powerful thing, and may be used to heighten a player's emotional experience in the game. If something can be tied into existing imagery (even if only subtly so) and be enhanced by or play off of pre-existing feelings and conceptions within the player, why throw away that extra bit of power at your disposal? In any case, we've tried to make these sundry little details and oddities pervade nearly every aspect of the game and setting (e.g. slightly altered monster stereotypes or player character racial characteristics)."

Chris Avellone on Dullsville: Eternity: "It's fantasy with its own voice. Josh Sawyer has been leading the charge with the world and race creation—at first glance, players will recognize archetypes and seemingly-familiar landscapes, but often, we just use that as a means to draw you in and let you begin to see the subtleties and differences. Our first goal with the world creation was to make a world that's fun to explore first, and then construct the lore, factions, and conflicts around that."

Same shit, slightly different packaging, that's our Fergie. M:

I was wondering who would be first on my ignore list :love:
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,716
Stinger, Stinger, Stinger. You can't just take elements out of context like that. Think of the whole.


MotB is Dragon Age shit.
But it doesn't take place in Western Europelandia.

Torment is Dragon Age shit.
See above.

Arcanum is Dragon Age shit.
Has a turn-based option. Near the end they pull a "Joke's on you, there's no real prophecy and you're not the chosen one!" gag. I didn't like the setting to this one either, especially since the systems weren't harmonious with the setting when it came to tech versus magic.

Therefore Eternity is Dragon Age shit.
Actually yes, I did call it a low-budget Dragon Age in the news thread. Dragon Age Origins minus cutscenes, full voice acting, 3D environments, and juvenile attempts at pandering and plus more exploration, beautiful backgrounds, and (probably) mature, consistent themes.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,628
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Isn't Rashemen also inspired by Slavic mythology? Or is it just Minsc's accent.
 

hoverdog

dog that is hovering, Wastelands Interactive
Developer
Joined
Jul 8, 2010
Messages
5,589
Location
Jordan, Minnesota
Project: Eternity
I imagine Obsidian already have an idea what type of system they want for the game, but this poll is important nonetheless I think: http://forums.obsidian.net/topic/59957-what-type-of-game-system/


What kind of system would you like this game to have?

  1. A system like SPECIAL
  2. A system like AD+D
  3. A system similar to Elder Scrolls or Final Fantasy II


It's a pitched battle between AD&D and SPECIAL now. Every vote counts.
Come on bros, VOTE SPECIAL!:mob:
why? special sucks.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,716
Slav-shit is eastern Europelandia which isn't as done-to-death. I edited to clarify, my apologies for not thinking of it sooner.
 

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