You guys are taking the "stretch goals" way too literally. The game doesn't have a design yet. It's not like they have a solid plan and they're modifying it based on how much money they get. It's just a way to keep that money counter rising.
Yeah. I mean One More Companion. Okay... uh... so how many are there initially?
These stretch goals don't really tell me much unless I know what's there already.
That said, more funding = more stuff. More stuff is positive, regardless.
Only watched the video have you
1.1 million, Base Goal – Achieved!
Base game includes three races, five classes, and five companions. We have ideas for these, but we want to hear your opinions on what you'd like to see. Stay tuned to Kickstarter, our website, and our forums to join in on the conversation.
Maybe female and male will have at least some attributes differences, like males having more strength and constitution, and women having more charisma, for instance, that would make more sense.
I'd like to see something similar to this as well.
I never understood why no game has ever implemented this positive discrimination.
It just make character and party composition more interesting.
1) Only 5 companions. That means you need to take them all with you if you have a 6 person party. Worked in PS:T but that was a RPG unlike any other.
BG1 had 25 companions
BG2 had 17 companions
Can anyone tell me the budget for these games?
Anyway, my guess is that that maybe this will be a RPG unlike any other as well.
They're probably going for detailed characterization of each NPC and don't want to make then unbalanced.
Having 6-10 detailed NPCs and a poll of low characterized "mercenaries" would please both player factions.
The party size is a very pertinent question.
I'd love for a party of 6 characters... but I can manage with a party size of *teeth cringe* 3 if I have to.
2) Only 5 classes. Unless there are 'kits' like BG this limits the diversity of the party and NPCs. Best option is like Diablo with skill paths to differentiate the players. Oh joy.
Classes are an illusion in most cases. Mostly a LARPer thing. How many of class proponents then ask about multi-classing?
You can do as well with skills and perks, without having the artificial constraints classes impose you.
I'm surprised they even went with classes.
http://www.rpgcodex.net/forums/index.php?threads/class-based-vs-skill-based-character-syetems.32803/
3) They are not even man enough to call it a stronghold. They call it a house. Maybe we can have tea parties there.
Depends on how they implement it. BG2 pocket plane was pretty cool IMO.
4) They say companions can stay relax at said house. This implies a crappy 'camp' mechanic, small party sizes and shitty everyone gets XP even if they are not in the active party.
And do you think relaxing and decorating the house will be the focus of the game?
They are just selling their fish at the bigger audience, that likes that type of thing.
5) The whole soul crap is gong to be incredible gay (no offense Jaeson). Without knowing anything about it besides it having something to do with the magic system I can tell it's going to be a forced construct.
6) The magic system is going to be stupid. You see it involves souls!
The whole soul thing is kind of cheesy, kind of reminiscent of my little pony. But if you think about magic as your life force, where each time you use it you'll get older or the like, is not that silly at all.
We simply need more information on character mechanics at this point.
My stance on this project is basically this. They have the best people in the RPG game industry. I believe they can pull a really great game. So I'm going to put my chips on it.
If this ends up in a miserable game... I'll never buy another RPG again.
Bitching on the codex won't do much (yeah I know, this was what the codex was invented for). But it might be more productive to make intelligent posts on Obsidian's forums and the project's comment page on KS, and educating other people while at it.