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Pop

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Everything posted by Pop

  1. Yeah, they announced plans to include full-price games awhile ago, they just haven't featured much (any?) yet
  2. Obviously the only sensible choice is to bring Matt Rorie back on to write the P:E strategy guide. (He wrote a bunch of Obsidz guides for Gamespot before signing on as our erstwhile marketing director)
  3. Unbelievable! I wonder which publisher that was. Either the publisher's really dense, or they were leveraging some IP that they owned, in other words, letting Obsidian use some property of theirs, but putting nothing into it and getting everything out of it - Kickstarter takes care of the costs (and therefore, the risk) and the publisher takes a substantial cut of profit. At least, that's would I would propose were I a publisher. And were I Obsidian I'd turn them down - as we've seen here, there's more than enough goodwill to create a self-funded new IP under studio control. But were I a smaller studio with no Names on staff, well... A recognizable IP would go a long way toward getting the support I wouldn't otherwise have.
  4. Mods please pin this thread to the top of the forum, it's very important
  5. It's an interesting thing to think about, certainly. A small, remote town is definitely our best bet - not only is it conducive to low-level questcraft (clear rats out of the tavern basement! etc) but it allows the player both the breathing room to learn more about this new setting he/she knows next to nothing about, and an incentive to explore the world as he/she moves toward a more centralized location, getting into scrapes and committing to random tasks / acts of violence as the game progresses. The players are as newborn babes, you've gotta coddle them a bit. Of course when you hit sequels, that logic can go out the window (ie BG2 starting in the middle of Athkatla). PS:T is a special case because I suspect that like most things about the game, its beginning was intended to be completely disorienting, even to old CRPG hands. The average player has about as much of an idea of how everything works and fits together as The Nameless One does. Just one of the many beautiful things about it. Looking at the map, though, there doesn't seem to be an easily identifiable Big City. Without a map key it's hard to say - solid black circles are presumably towns, but I can't tell if white or black squares (or both) are dungeons. Etc. Were I to hazard a guess I'd say the black circles with borders are major towns or cities. They're all either bordering a body of water or on a road near the edge of the map, which we can reasonably assume means that they're ports of trade.
  6. FYI, Sawyer's twitter is saying that to commemorate the breaching of the second goal, our dear leader, Chairman Urquhart, will be recording an address. Long live the proletariat, etc
  7. I don't know if everyone is understanding the gravity of this mission.
  8. Quest design is one thing, general writing is another entirely. You can account for one but not the other. It doesn't really do much to say "please know what will surprise me". I think it would be cool to have the ability to just up and kill anyone at any time New Vegas-style, personally, though I don't know if it would work. That way, if you think someone's going to be revealed as a hidden threat, you just stab them, and see if your instincts were correct.
  9. With the fulfillment of the $1.6 million goal, we should find someone to hold onto Josh's shaving equipment for him. He won't be needing it for awhile.
  10. Perhaps some of you who have been around for awhile will remember this man, Mr. Matt MacLean. He was systems lead on Alpha Protocol and did some work on Fallout: New Vegas before taking a much-deserved design lead role on the forthcoming South Park game, a role he is well-suited to. Mr. Matt MacLean was well known around these parts for his luxurious Alpha Protocol Production Beard. What is a Production Beard, you ask? Why, it's a Beard, grown during Production of a game such as this one. The Beard owner must abstain from shaving from the time of the game's announcement, until the day it ships, in order to have a certified Production Beard. Such Beards are imbued with mysterious power and good luck, and are crucial to the successful completion of a project. . The reason for this topic is obvious: Project Eternity must have its very own Production Beard. But who shall bear the burden of such a crucial mission? It is my belief that, when grafted to the sturdy bones of the Kickstarter drive, the answer will present itself to us. We shall let the fans, the fundraisers, decide. But why just have one? There is such potential in this team for Beards. Clearly, our scheme shall be additive in nature, and not only that, it shall display the diversity of human facial styles. What do I mean? Consider this proposal: $1.6 million: At the reaching of this goal, Josh "JE" Sawyer will adopt an official Production Beard in the traditional "bushy" style. All other hair choices are his to make, except this one. $1.8 million: Adam Brenneke adopts the dynamic and beguiling "soul patch". $2.0 million: Chris Avellone adopts the dashing "musketeer". $2.2 million: Tim Cain, who has traditionally worn a beard, shall remain clean-shaven for the entirety of the project. $2.4 million: Feargus Urquhart will do the unthinkable and attempt what no one has ever attempted - the mythical "John Waters". Won't you join me in imploring our noble beneficiaries to do what is right and necessary for their project and for us, the consumer? Join with me, and we will make a bunch of men look very strange, for an indeterminate period of time.
  11. In the video, you can see even more of those sketches. The variety in the video does not even show all of the sketches that our artist did. She tried out a variety of styles and levels of dress. It's a high-level, low-detail pass on character ideas. Does that mean there will be muskets in the game, or is it all just a terrible, terrible mistake? How are muskets a mistake? Their inclusion would mean this is not a D&D game (the 2nd Ed Php did have arquebus weapons but no one used them)
  12. Josh specifically mentions fixed perspective in the pitch video, and I never really dug the NWN camera orientation even when they allowed you to disentangle it from whatever character you were specifically focusing on.
  13. Indeed. They've still got Menze, and I'm assuming the Dwanger Josh showed was from him. We're in good hands.
  14. A Mac version of the game is a certainty and a Linux port is highly probable. The engine has to support both of those things and that narrows our options considerably, hence the focus on Unity. Wasteland 2 had the same issue.
  15. Is it "metaphysics and all its" or "metaphysics and all their"? Who can say?
  16. Gonna be learning about souls soon from J-Saw, it's gonna be good B) learning's good
  17. Sounds like a spiritual sequel to Arcanum more than anything. Sawyer, sing us a song to speed up time plz
  18. Sawyer indicated on SA that he'd like to work with Ziets again but he wasn't in a position to put up a number amount to bring the guy on
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