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Was our pleasure!

 

Though, don't overwork yourself. Looking through and sort all this is quite the feat.

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I think one of the best parts of all of this, if you all do decide to take the plunge, is that Obsidian will finally get to make an RPG and own the IP. I've never been in the gaming industry but even I realize how special that is. So, with that said, I just ask you make something worth revisiting.

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I hope Obsidian's owners are cool dudes.

 

Hey if it helps, you can tell them that Fargo is persuing the same thing for Wasteland 2.

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A Planescape sequel, in the Planescape setting, in isometric, real-time pausable, using a non-broken ruleset.

 

Please!

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Really glad to see you're passionate about this, Chris - hoping something exciting (and in a perfect world turn-based) comes out of this!

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It's good time to bring back a proper RPG goodness, like Fallout did in 1997. I really hope that Feargus will support your cause.

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Another thing I loved from the Double Fine kickstarter was that it would also come with a documentary. Do you see promoting one as well?

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If Obsidian's owners decide to be cool dudes, they will have my axe. And my roommate's plastic bow. Really, it's about time you all have an IP to call your own.

 

Regardless of how this turns out, though, I'll be buying your next game. :) (Although maybe not South Park, because I'm tasteless and can't get the show at all. Alas.)

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While I'd like to see a Planescape sequel as much as anyone, I'm thinking even if the crowd-sourcing project is successful in securing funding, the other half of the battle is getting the rights to someone elses IP (namely Wizards of the Coast).

 

However it is my understanding that Timothy Cain is currently employed by Obsidian, so I'd be quite keen on seeing a sequel to Arcanum.

 

Just saying.

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I hope Obsidian's owners are cool dudes.Hey if it helps, you can tell them that Fargo is persuing the same thing for Wasteland 2.

 

Avellone himself is an owner, too. Apart from him it's basically all guys that were around from the beginning of Black Isle.

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Thank you very much for asking and taking the time to read through all the responses, I appreciate that kind of communication-based relationship between a developer and cRPG fans.

 

Here's hoping something will actually come out of this, preferably that isometric party-based turn based cRPG so many people asked for. ;)

Good luck!

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Here is the game you need to make--

 

HELLO KITTY 40K: IN THE GRIM FUTURE OF HELLO KITTY THERE IS ONLY WAR

 

It should be a game to serve the underserved 12-18 yo male console demo, an FPS with cinematic cutscenes, qte execution sequences, on rails gameplay, bogus rpg elements, online multiplayer killfests, borderline retarded story, zero difficulty, and a $129 CE (preferably with a hideous plastic statute). Oh, don't forget the really expensive swag gifts/vactions to game journos, and the purchase of expensive ads on gaming webzones.

 

srsly though, good luck and I'm down for $40 bucks whatever it is you guys might do.

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A Planescape: Torment redo would be good but I think a sequel would be better. Perhaps as a demon or some planar traveller, seeing tidbits of the final actions of the Nameless One on their own journey. Or perhaps the protagonist is/was motivated because of some action that seemed trivial to the Nameless One, or a certain incarnation of his, yet neither know the Nameless One was the cause. That would also allow for more character customisation.

 

Other things that concern me:

 

Filler dungeons- NWN2 was bad for this for example. Every zone had a dungeon, maybe more, and every dungeon you had to slog through all the enemies to get anywhere. New Vegas was good though. Just hate those filler dungeons really.

 

D&D rules- they don't seem that great for PC gaming now. PS:T had simple combat, I think the current D&D rules would need brutal trimming to get to a "simple and fun" style that would compare to PS:T.

 

Wizards of the Coast- they seem more interested in milking money out of D&D than making good games these days. Would they even license the Planescape setting for a new PC game?

 

Not telling you everything- PS:T had a lot of dialogue options that were hidden unless you had the right stats. Games these days tell you everything, what skill level you need, success chance, etc. Would there be an option to hide NPC chat skill check info, so you would have little if any clue what different conversation options you had unlocked, like in PS:T? One of the cool things about multiple play-throughs was noticing the differences in options without the gaming rubbing it in your face that those differences existed.

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Even though I'm capable of filling your inbox and blog responses with my ideas and preferences with hundreds of messages, I believe that whatever choice YOU guys at Obsidian make would be the right one. We have faith in you, otherwise we wouldn't be posting here and everywhere on the internet.

 

Now, get this **** kickstarted!

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Whoa, thanks for reading it ALL. This is why we wuv MCA and several other developers, they just keep the good ole 'By Gamers, For Gamers' spirit alive. Here's hoping for kickstarting success, cheers!

 

(Another thing I forgot before is the music! A nice (even if little) score can make a game! Nowadays its all "epic" (and sadly generic) giant orchestra themes, we don't need those. Arcanum had very nice, violin-led rather quiet and emotive music, Fallout had a very fitting techno-tribal (?), heavy-on-drums score, System Shock 2 had a nice mix of atmospheric and techno tracks...)

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