Project Eternity is a Kickstarter initiative from Obsidian Entertainment. It has been introduced as a spiritual successor to the 'Infinity Engine' games which include the Baldur's Gate series, Icewind Dale series and Planescape: Torment, characterised by a beautiful pre-rendered 2D backgrounds, a fixed isometric viewpoint for tactical views, full player control over 6 party members and real-time with pause combat. It is currently being fundraised through Kickstarter, where gamers directly fund development with no publisher involvement.
The Kickstarter page is found here. For now, you should refer to the Kickstarter page for most of the information, which will be coming directly from Obsidian. You can also check out the Project Eternity page on the Obsidian website here.Please note that all information collected in this thread is unofficial and does not represent an official statement from Obsidian Entertainment.
The Kickstarter campaign not only features the main site but a series of updates over time. You can check out the actual updates here at the Kickstarter site, as Obsidian uploads them. The relevant forum threads for each update are linked below:
- Update #3: Game Basics - Your Party, Your Characters, and Races
- Update #4: Digital Tiers, DRM, and Add-Ons Update
- Update #5 - Souls, Technology, and Adventuring Companies
- Update #6: Choosing the Best Tool for the Job [Linux Confirmed]
- Update #7: Non-combat Skills with Tim Cain
- Update #8: New Digital Tier, Novella by Chris Avellone, and Translations at $2.2M
- Update #9: The power of MODES and Godlike Races: Our $2.3M Stretch Goal
- Update #10: Characteriztion with Chris Avellone
- Update #12: Reddit Q&A with Tim Cain
FAQ: Kickstarter & Technical Information
Will there be a Paypal option?
Obsidian have said that they are trying to put it up soon. However, due to the way Kickstarter works as a funding platform, Paypal donations would likely not count towards the official $ figure.
Will there be a DRM-free version?
Confirmed by Kickstarter update #4, a DRM-free version is being offered in conjunction with GOG. At the end of the Kickstarter campaign, you will be able to choose between a GOG or Steam key. Obsidian is also looking into solutions for Mac versions, and boxed copies?
Will there be multilingual support?
There is no official word on this yet. Localisation is often costly, and handled by the publisher; a different solution would be required here, if Obsidian were to do them.
Will there be Mac & Linux support?
Yes to both. Mac and Linux were originally listed as stretch goals. The Mac version goal has now been reached and with the announcement that they will be using the Unity engine, they have made a commitment to a Linux version without the need for a stretch goal.
Will there be 64-bit support?
Most likely, yes.
What will the system specifications be like?
It is impossible to say so early in development. Obsidian have, however, said that they will try and make sure the game can run even on integrated graphics chips (the primary limiting factor in laptop gaming). See exact quote here.
FAQ: Game Information
Is Project Eternity a codename or the actual name of the game?
It is a codename.
It will be in the same style as the Infinity Engine games, though the technology used will be different. For reference, IE games built the backgrounds in 3D then exported them into 2D form, not quite 'hand-drawn' but certainly not full 3D; this was supplemented by typical 2D sprites for moving objects.
Obsidian have chosen Unity as the engine for Project: Eternity. Unity is known as a versatile, relatively low-cost engine that can support both full 3D worlds and a mix of 2D and 3D, the latter being Obsidian's choice. Obsidian's internal Onyx engine (Dungeon Siege 3, South Park) was considered, but Obsidian explain the middleware and Mac/Linux compatibility raised costs too much. Note that the engine itself does not determine what the game will look like, or even the exact camera. For example, Wasteland 2 will also use the Unity engine, but is likely to look very different from Eternity. Obsidian's Roby Atadero explains:
Unity will not dictate the art direction of the game. Our artists, graphics programmers, and directors will. And let me say, they are some of the best in the business.
This is similar in which Onyx did not prohibit from making a South Park like visual game even though a 3D fantasy dungeon crawler was made with it.
Camera has been confirmed as static, though probably zoomable.
Alignment / Reputation
Tim Cain has confirmed that the game will not use a Good/Evil alignment system, but a reputation system:
"While there are social concepts of good and evil," he added, "the game does not track an alignment for the player. Instead we will use a reputation system to keep track of what different groups in the world think of you. Consequences of your actions will matter in Project Eternity."
Feargus Urquhart has confirmed the presence of deities: "they won't just be hanging out in bars, but they are definitely a part of the world."
Show me the World Map!
OK. (Sawyer has hinted that this may not be, in fact, the actual world map.)
This is not a comprehensive review of coverage; usually, only coverage with new information, a lot of content, or otherwise interesting features are included.
- Official Project Eternity Facebook Page
- 4 Teaser Texts - These splash pages were released by Obsidian as part of the buildup to the Kickstarter announcement.
- 14/09/12: GameBanshee Exclusive - Many details on game vision and big ideas.
- 14/09/12: Kotaku on Kickstarter Launch
- 18/09/12: Tim Cain on Eurogamer
- 19/09/12: TIME article
- 21/09/12: Chris Avellone on VGA24/7
- 21/09/12: Feargus Urquhart on TIME
Josh Sawyer on D&D style camping
I've talked with Tim about this for a while and here's the thing: camping out in the wilderness and setting watches and getting ambushed by jackasses has a great classic A/D&D feel to it, but it got pretty silly in games like IWD2. I'd like to build in reasonable mechanics that make you rest in the wilderness, but I don't want it to result in the sort of degenerate "rest after every fight" stuff we've faced in the past.
Josh Sawyer on experimental and innovative features
Source: Obsidian Forums
BTW, these sorts of questions (and many have been asked in different threads) are the ones I think we're most interested in hearing your thoughts on. I certainly have my own opinions on things I'd like to change from the standard operating procedure (e.g. resting mechanics), but you folks are the customers.
Josh Sawyer on the map
This is good feedback. The actual map is significantly larger; I just bored down on this section for detail. That particular section was what I worked out first. I'll try to address the geological problems (e.g. rivers) and I'll think more about the rest.Sorry for those of you who didn't like it. I was actually trying to capture the feeling of the Dragon Reach/Dalelands, which is an area of the Realms that I always liked.This may be true, but I don't like getting things fundamentally wrong/bad. People who are in the know see it and immediately recognize a problem.
Josh Sawyer on the Player House stretch goal
Source: Obsidian Forums
To answer your question, we believe player houses serve a basic utilitarian purpose in RPGs. We like using them and would like to have them in PE. They require work to implement, but the $ of the goal is not meant to indicate $ spent on that feature [...] We have learned that a small interior with containers thrown in it (e.g. Novac hotel room, Pres. Suite [Tigranes: reference to Fallout: New Vegas]) is too minimal when it comes to auto-organization functionality. And again, KS is a fundraising platform, not a means of making a literal budget. [...] The problem inherent with this is that we're still very early in development. Designing systems takes time. I would rather be general and risk some frustration than be specific at this stage in the process.
In my mind, a player "house" is something like The Sink. A player stronghold would be something like Crossroad Keep, with much more in-depth strategic gameplay.
Josh Sawyer on art style
Source: Obsidian Forums
Without getting into too many specifics as far as the art style, it should be in the same general vein as the games we cited in the pitch video: Baldur's Gate, Icewind Dale, and Planescape: Torment.
Chris Avellone on engine
(Will you use Onyx?) No, we will not. We like the Onyx engine, but it'll likely be too expensive considering the middleware attachments.
Edited by Pidesco, 02 October 2012 - 03:47 AM.
FAQ - 'Game name', 'System Specs' & 'Engine' Qs; new media coverage