Page 1 of 7 1 2 3 ... LastLast
Results 1 to 20 of 136
  1. #1
    okay guy I guess
    Join Date
    Nov 2010
    Posts
    24,234
    BG Level
    10

    Pillars of Eternity [Kickstarter funded Obsidian RPG]

    Spoiler: show
    http://www.kickstarter.com/projects/...oject-eternity
    http://kotaku.com/5942307/the-people...g-my-dream-rpg
    Video game publishers have not treated Obsidian Entertainment very well over the years.

    The studio behind games like Fallout: New Vegas and Alpha Protocol has missed out on bonuses because of Metacritic scores, lost out on sequels because of Metacritic scores, and been forced to lay of staff because of sudden project cancellations (that would have probably been ruined because of Metacritic scores).

    So now they're ditching the publisher model. They're going straight to the fans. They want $1.1 million to make an original, brand new, fantasy role-playing game in the vein of old classics like Baldur's Gate II and Planescape Torment. It's a dream project. And they've got the talent to pull it off.
    This afternoon, Obsidian is launching a Kickstarter for what they're calling Project: Eternity. It's an original fantasy role-playing game created by many of the company's top minds: Chris Avellone, creator of Planescape: Torment; Tim Cain, one of the brains behind the original Fallout; Josh Sawyer, a lead designer on Icewind Dale; and a number of other programmers, artists, and designers who have worked on all of those games.

    Their goal: to make an RPG that blends the combat and exploration of Baldur's Gate, the dungeon spelunking of Icewind Dale, and the powerful narrative of Planescape: Torment.

    In other words, this could be an RPG fan's dream game.

    "Project: Eternity is our opportunity to FINALLY develop our own fantasy RPG world and franchise," Obsidian's Avellone told me in an e-mail this week. "FINALLY. Did I say FINALLY enough? One more time: FINALLY.

    "It's not like we've had any lack of ideas, only a lack of opportunity or anyone who wanted to finance it. Then Kickstarter came along and a door opened—this was FINALLY our chance to sidestep the publisher model and get financing directly from the people who want to play an Obsidian RPG. I'd much rather have the players be my boss and hear their thoughts for what would be fun than people who might be more distant from the process and the genre and frankly, any long-term attachment to the title."

    They're targeting a spring 2014 release. The game will cost you $25 (or $20 if you're an early supporter). And it'll be PC only, because Avellone is "tired of designing content and interactions that caters to consoles and console controllers."

    "Those limitations affect RPG mechanics and content more than players may realize (especially for players who've never played a PC RPG and realize what's been lost over the years), and often doesn't add to the RPG experience," he told me.

    Avellone also echoed something I've written quite a bit about: the value of having conversations with gamers. Kickstarter can free a company like Obsidian from the message-driven shackles of publishers and allow designers like Avellone to be as open as possible.

    "It's nice to be able to TALK about our Kickstarter projects, not just with devs, but with fans directly," he said. "Want to share a vision doc? Sure! Want to show early screenshots and concept art? Sure! Normally that kind of sharing with the community is strictly monitored and shackled, and often, we can't share what we're working on until way, way, way down the line of the development process. That's always struck me as one of the worst business models in an industry where iteration is key."

    So what's the game actually going to look like? The final product is still at least a year and a half away, but Avellone shared some thoughts on how Project: Eternity is shaping up:

    Combat will be old-school. "It'll feel like Baldur's Gate 2. After discussions here, we decided to pursue a similar combat style to the [games on the Infinity Engine, like Baldur's Gate and Icewind Dale]—real time with pause. It'll offer the same breadth and depth of combat choices as you'd expect from combats in Baldur's Gate, and our combat system has been one of the first systems we've delved into for the Kickstarter."

    The world is totally original. "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."

    This is a game with soul. "So there are a few things—we want the player to be able to build their own character, and we want the player to be able to evolve and grow. And this growth wouldn't be limited to the first game, but would continue into subsequent titles as well. The story and world is built around the concept of magic and power tied to a character's soul, and the player's soul and the souls of his companions are... special."

    You won't get to create your own party. That's not a bad thing. "Much like Baldur's Gate and Planescape Torment, the player creates one character and gathers a party while exploring the world. We'll be giving the companions as much love and attention as we've done in our titles in the past, from Torment all the way up to [Neverwinter Nights 2:] Mask of the Betrayer and Fallout: New Vegas. We don't want them to outshine the player, but support him and act as a sounding board for his decisions and choices in the game. Our desire is the player character and the companions (if they survive) will go beyond simply one title into future installments."

    It will look like the old classic isometric games. "While Project: Eternity heralds back to the Infinity Engine games our fans have played, we'll be using a different engine and it will be isometric. We feel isometric lends itself to more tactical party-based play."

    If the Kickstarter fails, they'll just try again. "[We'll] refine the idea, figure out what didn't work, then try again. The nice thing about KS is that you know in 30 days (often, less) if your idea doesn't resonate with the public, rather than 2-3 years down the line or trying to pump so many marketing dollars at people they become brainwashed into liking an idea that never resonated with them in the first place. (That's my final rant.)"

    If the Kickstarter succeeds, this will be a franchise. "It means we FINALLY have a world of our own that we can build upon, not just for this title but for future releases down the line. We've wanted to do our own RPG world for a long, long time, and it's been hard to pursue outside of existing franchises. Project: Eternity is our chance to take all the RPG knowledge, mechanics, lore, and characterization we've learned over the years and turn it into the game our fans have been hungering for.


    Official site: http://eternity.obsidian.net/
    Release date: 2014

  2. #2
    Onto plan B...
    Join Date
    Aug 2008
    Posts
    913
    BG Level
    5
    FFXI Server
    Sylph

    I must have the ultimate edition, brb pledging $10k.

  3. #3
    Zeb
    Zeb is offline

    Join Date
    Apr 2008
    Posts
    3,851
    BG Level
    7
    FFXIV Character
    Zeb Adiah
    FFXIV Server
    Hyperion

    Wonder how much of this is due to the feedback from Interplay announcing Black Isle Studios was being resurrected.

  4. #4
    The Fucking Voice of Actually
    Join Date
    Nov 2007
    Posts
    10,968
    BG Level
    9
    FFXIV Character
    Cantih Hacos
    FFXIV Server
    Gilgamesh
    FFXI Server
    Bahamut
    Blog Entries
    6

    BONERS

    Edit: Also, GOG is doing a big sale that includes a number of games by these dudes
    http://www.gog.com/en/promo/hasbro_stacking_promo

  5. #5
    Relic Shield
    Join Date
    Jul 2008
    Posts
    1,951
    BG Level
    6
    FFXIV Character
    Audrey Weaver
    FFXIV Server
    Behemoth
    FFXI Server
    Asura

    You're making an isometric tactical western fantasy RPG, you have people on your team who worked on Temple of Elemental Evil and you're not doing Turn-Based combat? People don't know the value of the talent they're wasting.

    Anyway, hopefully it won't end up being a halfway decent version of Dragon Age.

  6. #6
    okay guy I guess
    Join Date
    Nov 2010
    Posts
    24,234
    BG Level
    10

    15,248
    backers
    $644,650
    pledged of $1,100,000 goal
    31
    days to go
    hot damn

  7. #7
    BG Content
    Join Date
    Oct 2005
    Posts
    69,569
    BG Level
    10
    FFXIV Character
    Six Souls
    FFXIV Server
    Gilgamesh
    FFXI Server
    Quetzalcoatl
    WoW Realm
    Malorne
    Blog Entries
    9

  8. #8
    Bagel
    Join Date
    Oct 2007
    Posts
    1,375
    BG Level
    6

    KotoR 2 was arguably better than KotoR 1, gameplay-wise. The game just suffered severely from being rushed by, well... publishers!

  9. #9
    BG Content
    Join Date
    Oct 2005
    Posts
    69,569
    BG Level
    10
    FFXIV Character
    Six Souls
    FFXIV Server
    Gilgamesh
    FFXI Server
    Quetzalcoatl
    WoW Realm
    Malorne
    Blog Entries
    9

    Thanks to a recent mod, the rest of it has been fixed, too.

    http://www.rockpapershotgun.com/2012...d-content-mod/

  10. #10
    Bagel
    Join Date
    Oct 2007
    Posts
    1,375
    BG Level
    6

    Welp, looks like I'm playing Knights 2 again. Weee!

  11. #11
    The Fucking Voice of Actually
    Join Date
    Nov 2007
    Posts
    10,968
    BG Level
    9
    FFXIV Character
    Cantih Hacos
    FFXIV Server
    Gilgamesh
    FFXI Server
    Bahamut
    Blog Entries
    6

    They JUST broke 1m, in just under 24 hours I think.
    100k left to go, only 7,500 $20 slots left.

  12. #12
    BG Staff
    Join Date
    Feb 2006
    Posts
    27,188
    BG Level
    10
    FFXI Server
    Sylph

    27,094
    backers

    $1,108,090
    pledged of $1,100,000 goal

    31
    days to go

  13. #13
    Relic Horn
    Join Date
    Apr 2006
    Posts
    3,444
    BG Level
    7

    Good lord, shows how much people want this game. Planescape: Torment is still one of the top5 games ever.

  14. #14
    Onto plan B...
    Join Date
    Aug 2008
    Posts
    913
    BG Level
    5
    FFXI Server
    Sylph

    It's done. They have over $1.3m now.

  15. #15
    okay guy I guess
    Join Date
    Nov 2010
    Posts
    24,234
    BG Level
    10

    from the KS page
    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.

    1.4 million, New Playable Race, Class, and Companion!
    Expands your options for character creation and adds a companion of the new class.

    1.6 million, a Mac Version of Project Eternity and The Story Grows!
    We've listened and we’ll make a Mac version of the game at this tier. We're also going to add a new major storyline along with new quests, locations, NPCs, and unique loot (special histories everyone?).

    1.8 million, New Playable Race, Class, and Companion!
    The options grow for your main character and the roster of your motley crew expands with the addition of a new companion from the selected class.

    2.0 million, Player House!
    Get your own house in the game that you can customize, store equipment in, and where your companions hang out, or, as the elves say, "chillax".

    2.2 million, a new Region, a new Faction and another new Companion! And, dare we say it... ? LINUX!
    Great news, everyone! For the Tarball Knights of Gzippia out there, we'll be adding Linux support!
    Also, the world of Project Eternity grows in a major way with the inclusion of a whole new faction and the territory it holds. This adds new NPCs, quests, magic items, and hours of gameplay. And yes, you got it, another companion.

    2.4 million and beyond! Coming Soon!

  16. #16
    The Fucking Voice of Actually
    Join Date
    Nov 2007
    Posts
    10,968
    BG Level
    9
    FFXIV Character
    Cantih Hacos
    FFXIV Server
    Gilgamesh
    FFXI Server
    Bahamut
    Blog Entries
    6

    They've just hit the 1.4 stretch goal. So the game now stands at four races, six classes, and six companions

    Edit

    Little over half a day later, and they're past 1.5 and a bite towards 1.6 and the mac/story stretch.

    And an update (there's a video in the link too)
    http://www.kickstarter.com/projects/...y/posts/310512
    We've hit our first stretch goal and surpassed $1.5 million! Thank you to everyone who has made this all possible. And now, some info...


    Project Eternity is still early in development and we are still working on many of the cultures, factions, and ethnic groups of the world and debating many of the system concepts. However, there are certain fundamental things we want to let you know about the game and the setting for Project Eternity.

    Your Party
    The maximum party size is the player's main character (PC) and up to five companions for a total of six characters. This does not preclude the addition of temporary characters in special circumstances. Companions are never forced on the player. Players can explore the entire world and its story on their own if they so choose. We feel companions are excellent sounding boards for the player's (and other companions') actions, but the story is ultimately about the player's personal conflict among the larger social and political complexities of the world.


    Formations
    A key element of the classic party-based tactical combat that we are developing is the use of party formations. As in the good ol' games, you can arrange your party in a large number of set formations. You can also construct your own formations if you want to get fancy. When moving companions, you have the ability to rotate formations for more precise positioning.


    Character Creation
    At a minimum, players will be able to specify their main character's name, sex, class, race (including subrace), culture, traits, ability scores, portrait, and the fundamental starting options of his or her class (gear, skills, and talents). We have not worked out customization details of character avatars, but we believe those are important and will be updating on these specifics in the future.


    Companions
    In Project Eternity, companions exist for both narrative and mechanical purposes. Companions are designed to have a driving interest in the player's central conflict. Their personalities and motivations open plot branches and generate conflicts for players to resolve over the course of the story. They are highly reactive to the player's actions and to the world around them. Additionally, companions exist to give players strategic management options in party composition that expand the party's capabilities in exploration, combat, and quest resolution. It is no coincidence that there are at least as many companions as there are classes. As stated above, companions are not required to play through Project Eternity's story, but we feel that they can add greatly to the experience.


    The Set-Up
    The player witnesses an extraordinary and horrific supernatural event that thrusts them into a unique and difficult circumstance. Burdened with the consequences of this event, the player has to investigate what has happened in order to free themselves from the restless forces that follow and haunt them wherever they go.


    The Nature of You
    Your character is not required to be of any particular race, cultural background, sex, class, moral outlook, personality, organization, etc. The premise is that you are a victim of circumstance. How you choose to deal with your situation is up to you. You can bear it with stoicism and restraint or fly off in a rage at anyone who gets in your way. The world will react to your choices, but the game is designed to give you the freedom to play your character the way you want to.


    Races
    We are still developing the races of Project Eternity, but we are creating a range that encompasses the recognizable (e.g. humans, elves, dwarves), the out-of-the-ordinary (e.g. the so-called "godlike"), and the truly odd (?!). Races and subraces differ from each other culturally, but the races also have different physiological factors that can contribute to friction and confusion between them.


    Within even the recognizable races (including humans), we are creating a variety of ethnic subtypes and nationalities. This world's races did not all spring forth from the same place, and millennia of independent development have resulted in distinctive and unconnected groups. For example, the dwarf ranger below, is originally from a southern boreal region that is quite different from the temperate homes of her distant kin to the north.


    Additionally, Project Eternity's world contains some isolated races and ethnicities, but transoceanic exploration and cultural cohabitation have heavily mixed many racial and ethnic groups over time. This mixing is not always... peaceful. At times it has degenerated into genocide and long-standing prejudices are ingrained in many cultures.

  17. #17
    The Fucking Voice of Actually
    Join Date
    Nov 2007
    Posts
    10,968
    BG Level
    9
    FFXIV Character
    Cantih Hacos
    FFXIV Server
    Gilgamesh
    FFXI Server
    Bahamut
    Blog Entries
    6

    1.6m reached, the game is now on mac, and is expanded with "new major storyline along with new quests, locations, NPCs, and unique loot"

    Next stretch is 1.8 and will add another race, class, and companion.

    Oh, yeah, and it's only been four days.

  18. #18
    New Merits
    Join Date
    Nov 2009
    Posts
    207
    BG Level
    4
    FFXI Server
    Valefor

    Here is a great quote from Feargus, in the comments section of the kickstarter page:

    We were actually contacted by some publishers over the last few months that wanted to use us to do a Kickstarter. I said to them "So, you want us to do a Kickstarter for, using our name, we then get the Kickstarter money to make the game, you then publish the game, but we then don't get to keep the brand we make and we only get a portion of the profits" They said, "Yes".

  19. #19
    The Fucking Voice of Actually
    Join Date
    Nov 2007
    Posts
    10,968
    BG Level
    9
    FFXIV Character
    Cantih Hacos
    FFXIV Server
    Gilgamesh
    FFXI Server
    Bahamut
    Blog Entries
    6

    News from Obsidian. Highlights.

    http://www.kickstarter.com/projects/...y/posts/311594
    Oh, and we are putting a schedule together for updates that will include guest stars almost every day – Josh will be talking more about the design tomorrow (Sep 20), our unflappable CTO Chris Jones (architect of the Fallout and Arcanum engines) on Friday (Sep 21), and I think we will be able to squeeze one in from Mr. Tim Cain over the weekend.
    ...
    You asked and we are delivering. In conjunction with GOG, we are going to offer a DRM free version of the game for our Kickstarter Backers. When the campaign ends, you will be able to choose whether you would like a key from GOG or Steam. For our Mac friends, we are still working on a DRM free option, since GOG does not currently support the Mac.
    ...
    We are adding a $50 and an $80 digital tier. The $50 tier will get you the digital version of the game, the soundtrack, the digital version of the Collector’s Book, a collection of wallpapers made for multiple resolutions and multiple monitors, high resolution concept art, a high resolution version of the map, and ringtones. For the $80 tier, you will get all of that plus a digital copy of the strategy guide, and a second digital download of the game.
    ...
    Lastly we want to announce that we are going to give our backers at the Collector’s Edition Box Level ($140) a little extra today and that is Beta access to the game!

  20. #20
    The Fucking Voice of Actually
    Join Date
    Nov 2007
    Posts
    10,968
    BG Level
    9
    FFXIV Character
    Cantih Hacos
    FFXIV Server
    Gilgamesh
    FFXI Server
    Bahamut
    Blog Entries
    6

    They've just hit 1.8m, so the game now stands at five races, seven classes, and seven companions.
    Next stretch is 2 mil, and is player housing. I hope it's like a more awesome form of the player's barracks from Shining Force.

    And updates
    First from today
    http://www.kickstarter.com/projects/...y/posts/313192
    Just summing it up, Project Eternity is going to use Unity, and as a consequence, Linux support is no longer part of the 2.2m stretch. It's simply in, LINUX IS GO NOW.
    On Monday, they're going to reveal a replacement for Linux to the 2.2m stretch, as well as other post 2.2m stretch goals.

    Now, from yesterday, SETTING INFO!
    http://www.kickstarter.com/projects/...y/posts/312639
    Developing setting and atmosphere are very important to us at Obsidian. We try to build worlds that are believable even when they are fantastic. To do that, we strive to create people, cultures, and conflicts that are both strongly defined and heavily interconnected. In observing community discussion about the game, we've noted two recurring requests for more detail: on the nature of souls and on the level of this world's technology. This update deals less with culture details and more specifically with those two topics since they are fundamental to the way the world works. There's also some information at the end about a new $5,000 backer tier we're excited to introduce. Thanks for reading!

    N.B.: I know I said I'd talk about mechanics today. I forgot that I had already said I'd talk about technology earlier. Sorry! The next update I do will talk about non-combat skills the nature of classes in Project Eternity.

    Souls

    As we hinted at in our pitch videos, souls are A Big Deal in Project Eternity's world. The mortal world has not unlocked all of the secrets of how souls "work" and differing schools of metaphysical philosophy can be found in virtually every culture. What is known is that sapient souls move through an endless cycle of waking life and purgatorial slumber among the gods. Often this slumber lasts for years of "real" time, but occasionally it is brief, with a soul immediately moving on to a new life.

    Far from being a flawless process, souls are subject to "fracturing" over generations, transforming in myriad ways, and not quite... working right. Some cultures and individuals place a high value on "strong" souls, souls with a "pure" lineage, "awakened" souls that remember past lives, "traveled" souls that have drifted through the divine realms, or those that co-exist with other souls in one body. However, the opposite is also true, resulting in negative discrimination and sometimes outright violence.

    Through a variety of techniques (e.g. martial training, meditation, ritualistic evocation, mortification of the flesh), some individuals are able to draw upon the energy of their soul to accomplish extraordinary feats. These abilities range from the mundanely superhuman to the explosively magical. Having a strong soul seems to make this easier, but sometimes even people with fragmented souls are able to accomplish the extraordinary. The individual's body seems to act as a conduit and battery for this power, drawing in replenishment from seemingly omnipresent "fields" of unbound spiritual energy in the world around them.

    Thinkers, spiritualists, and scientists of the world have theorized for thousands of years about the nature and purpose of this process, but others have turned to prayer for answer. Rather than illuminate the presumed higher purpose of this cycle, the gods have obfuscated the truth, at times spreading cosmological lies, pitting believers and empowered chosen agents against each other, and tacitly approving the prejudices of their followers to maintain power.

    Whatever the fundamental nature of mortal souls is, the people of the world accept the reality of what they have observed: that all mortal bodies contain perceptible energy bound to the individual, and that once they die, their energy will move forward in the eternal cycle that they are all a part of -- that as far as they know, they have always been a part of.

    Technology

    The cultures of Project Eternity are in a variety of different technological states. Though some remote civilizations are still in the equivalent of Earth's Stone Age or Bronze Age, most large civilizations are in the equivalent of Earth's high or late Middle Ages. The most aggressive and powerful civilizations are in the early stages of what would be our early modern period, technologically, even if they are not culturally undergoing "Renaissance"-style changes.

    For most large civilizations, this means that all of the core arms and armor of medieval warfare have reached a high level of development: full suits of articulated plate armor, a variety of military swords, war hammers, polearms, longbows, crossbows, and advanced siege weaponry. Architecturally, these cultures also employ technologies found in Earth's Gothic structures, allowing them to create towering vertical structures.

    The most recent technologies seeing use in the world are ocean-going carrack-style ships and black powder firearms (notably absent: the printing press). Cultures with large navies and mercantile traffic are exploring the world, which has led to contact with previously-unknown lands and societies and settlement in new lands. Despite their intense drive, these explorers have been restricted from aggressive long-range exploration by monstrous sea creatures that pose a lethal, seemingly insurmountable threat to even the stoutest, most well-armed ships.

    Black powder firearms are of the single-shot wheellock variety. Largely considered complex curiosities, these weapons are not employed extensively by military forces. Their long reload times are considered a liability in battles against foes that are too monstrous to drop with a single volley, foes that fly or move at high speed, and foes that have the power of invisibility. Despite this, some individuals do employ firearms for one specific purpose: close range penetration of the arcane veil, a standard magical defense employed by wizards. The arcane veil is powerful, but it does not react well to the high-velocity projectiles generated by arquebuses and handguns. As a result, more wizards who previously relied on the veil and similar abjurations have turned to traditional armor for additional defense.

Page 1 of 7 1 2 3 ... LastLast

Similar Threads

  1. Project X Zone - Capcom x Sega x Namco RPG
    By Rionel in forum Gaming Discussion
    Replies: 1
    Last Post: 2012-04-14, 01:25