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Woolie Wool

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  1. "SJW elements" only lack "depth" if they're done in half measures. Could you imagine the sort of gameplay and story mileage you could get out of incorporating privilege, prejudice, and power dynamics into an Obsidian-style RPG? They could hook directly into the game systems, apply modifiers to your reputations, have their own stats, and apply additional consequences to your choices with your character's background. Playing as an ex-slave wild orlan priest of Skaen would finally be as interesting as it sounds! Your character might even have a personal stake in all the political maneuvering Obsidian games tend to have.
  2. Is anyone really surprised? The first thing I thought when it finally dawned on me how huge Pillars of Eternity II was, was "There is no way they could have possibly made money on this." The fans wanted bigger, the fans wanted better, and Obsidian gave the fans, including myself, exactly what we wanted. The biggest, baddest, most complicatedest Infinity-style RPG ever. A game nobody but us wanted. PoE2 is huge, huge, huge. I'm 30 hours in and I feel like I've barely scratched the surface of it. I ignored all the backer updates I received after pledging because I didn't want to know anything going in, and the sheer enormity of it blew me away. This feels almost Skyrimian in its breadth and content-richness, and that costs a huge amount of money, while drawing the potential length well past 150 hours and exacerbating the reputation that large CRPGs have of being scary and overbearing, which is further exacerbated by the fact that Obsidian have to tolerate RPGCodex and their legions of trolls, Trump cultists, and white supremacists because they donate and nobody outside the CRPG community was ever going to give a **** about this game. This is a game that was made for us, and only us. Made according to the specifications of a crowdfunding campaign that sold us our every desire, with little backer content bits to reflect our own vanity back at us. It turns out Infinity Engine/PoE nerds are (a) not even close to numerous enough to fund the promised game, and (b) unwilling to compromise for the sake of "casuals". I mean, that was the whole point of this whole crowdfunding thing, right? To make games that the fans want and make a profit? Funny, it looks we forgot that whole "making a profit" bit somewhere. And for a focused, linear, and above all modest game like the first Pillars of Eternity. But now we've "made it", we showed those AAAs and we're going to make a game that will blow everyone away. But we instead we got a baroque game, a niche product with a big-boy budget. It doesn't matter whose fault it is or which games journalism conspiracy is true or salacious rumors that would fail a difficulty 2 Bluff check. Pillars of Eternity II is a game too expensive to fund on the backs of CRPG nerds but seldom considers the needs and wishes of people who aren't CRPG nerds, except when it does the job so poorly it actually makes the problem worse. Let's talk about the mechanics. For all its attempts to be fair and balanced and not screw you over for bad build decisions, the sheer number of mechanics and status effects and stats and systems makes the Infinity Engine look sleek and streamlined, if not exactly elegant. Not to mention that a lot of the people who played Baldur's Gate also played Dungeons and Dragons (which was huge at the time), while the people going into PoE2 have no such luxury. The micro-balancing with all the soft counters and clever trickery makes it more difficult to play on a truly expert level than an Infinity Engine game, so Easy and Classic are mushy and dumbed-down and basically let you coast, while the harder difficulties require you to learn far more obscure rules, some of which are virtually undocumented, than someone throwing themselves upon the rocks of Baldur's Gate 1 for the first time. However, the system is also less exploitable than the Infinity Engine, so there is also less reward for putting in above the minimum effort. So PoE2's game system is exceedingly complex, strongly favors PoE1 veterans over everyone else, hides information from the player, has too many rules, is easy to coast on by with, hard to play well, and won't ever give you the satisfaction you get from the sort of gambits even a mediocre Infinity Engine player can pull off. Backstab instakills out of the shadows? Can't do that. Pre-buffing? Too OP. Contingencies? We'll have an ordinary spell that namedrops Contingency and pretend it's the same thing. Summoning? Nope. Incredibly powerful sword wrested from a lich's cold dead fingers? It's sure as hell not going to be as good as Daystar was in BG2. Even the simplest crafting (aside from food) requires money, just to make it less attractive. Fortunately there is a lot less of it now, and a lot more of the talking and plotting and loredumping, which is generally good if playing it a bit safe. But Eora is also a much more "out there" world than Forgotten Realms, and the comfy old Arthurian, chivalric, etc. tropes and themes no longer apply. Nor, unlike the similarly complex world of The Elder Scrolls, is it based (however loosely and occasionally disrespectfully) on archetypes from other cultures and mythologies--in fact it seems to strive towards the total obliteration of everything ready-made. Bhaal and Elf Jesus the Nerevarine is immediately relatable in a way that Eothas and friends are not. Why did this happen? Because we wanted it. We wanted more. More. More. More. Pillars of Eternity was good, so Bigger Pillars of More Eternity will be more good. The incentive structures of the crowdfunding model (stretch goals, etc.) encourage and exacerbate this mentality. A pirate ship! Many pirate ships! Pirate ship battles! New Vegas style politics with intersecting schemes by several power players! A reputation system underneath that makes New Vegas' implementation look primitive! Webs of intrigue! Webs of treachery! Webs of adultery and relationship drama! Voice acting for almost everybody with lines! Half-hearted commentary on colonization that pulls all its punches to avoid making white people feel bad and angering the RPGCodex crowd who gave us a big chunk of our budget! It had everything except a workable business model. Hardcore CRPGs are not competitive on a big budget, and they never will be. There's a reason this game put Obsidian's future in jeopardy and the guy behind the Avernum series has been able to crank game after game through thick and thin, for over 20 years. If the Infinity-style RPG has a future it will involve smaller, simpler games with less elaborate graphics, less voice acting, and a much lower budget. A game with production values more similar to PoE1, Wasteland 2, or even Siege of Dragonspear. But that's what we wanted. We wanted big. We got big. And perhaps, in the long run, lost big. Nerds never have been good at business.
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