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Everything posted by Flouride
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The big guns will be saved for the end. Don't be surprised if another companion gets put up there, or a new take on the Mega Dungeon happens. Oh, I'm fully expecting this. I'm not necessarily talking about stretch goals... But some new artwork would be cool. A map of the deadfire archipelago perhaps. Or some more details about some stuff we already know a bit about. Who's the blue-haired orlan, or the aumaua with the bird? I'm sure it will be coming but I'm starting to feel ready for some more meaty stuff... It started with a bang, literally. That giant Adra statue waking up and breaking through the ground? I immediately thought, yes, awesome idea! Deadfire archipelago and pirate theme? Exactly what I wanted! I feel it's getting time for some more of that even though I understand that they want to keep the best for last. Even with new information it's better for them to give information in little pieces. It maximizes the exposure they get from media. If they hand out everything within the 1st week, they have nothing to show or talk about for the next 3 weeks.
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The big guns will be saved for the end. Don't be surprised if another companion gets put up there, or a new take on the Mega Dungeon happens. Exactly. They are playing this really smart so far. Localization with something more of a minor stretch goals is giving them a steady income in pledges when people from said localization target markets pledge, while still riding the campaign start media wave/hype. Thus saving the so called big guns to later days when the media attention and exposure starts to dwindle. And boom, some amazing stretch goal and here they go again as gaming sites pick up the story. Not to mention the slow but steady trickle of information and interviews... Well played
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They can't just Kickstart everything if they go into publisher role as well. While the crpg community is tight, in order for the games to actually break out as hits you need marketing and exposure to bigger and broader audience than the crpg communities on the Internet. If you can't get your games reviewed by larger sites and magazines, you will be selling to the same small audience everyone else is selling to as well.
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In order not to make the game feel like Pillars 1 they had different system design that was used in Pillars and will be used in Pillars 2. So it actually feels like you are playing a different game than Pillars. So, yeah, I wouldn't worry that much about Tyranny influencing Pillars 2, at least not when it comes to system design. Obviously they will pick up few things here and there, like the hypertext links etc.
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Yup, most games these days are digital only and Obsidian does have a lot of contacts in the gaming media which is always good when trying to market a game. If your game doesn't get any coverage it will just drown in the dozens of other crpgs published on Steam and this is where Obsidian might help out smaller developers.
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This. They have been working on the game over a year. Pre-production on the project has started "a long time ago" and they've had time to figure things out properly this time around. Not to mention the engine is now familiar to most of the team from both Pillars 1 and Tyranny and the development team is bigger than it was for the first game. I would imagine that they won't be putting in stretch goals to the game that would move their release date by a year like it did last time.
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Since they aren't using an existing IP and ruleset class balancing is a work in progress. Just as it has been in AD&D and other rulesets. You wanted more Pillars, not less, now you are getting more with multiclasses and kits, yet this is a bad thing all of a sudden? How exactly are they nullifying everything? Dyrwood, Defiance Bay etc. have been altered by what you did, your choices in the first game will matter in the 2nd one as well. Or did you just want more of the same Dyrwood locale? Just because you start at level 1 doesn't mean everything you did didn't matter at all. Giant soul eating god fits the setting, at least they didn't kill off the main character in the 1st promo video and then later on admit that he/she will be resurrected/built back to pieces. Would you really rather fight against lvl 25 bandits who could if they just bothered to move their lazy butts conquer Defiance Bay like it was nothing. Pretty soon there's no where to go with the story if everything you face is the ultimate bad monster that could conquer the whole known world. And before you whine&bitch&moan about bad planning... they were doubtful that they were going to get to make the 1st game. Do you cripple your 1st game in the series by making progression in it a drag just in case you might get to make 2nd one later on? MCA was a disgruntled employee and an owner. Do you really want someone who doesn't enjoy what he is doing to work on the game? Really? I'd rather have passionate people working on the game than someone who feels like every day within the company is slowly killing him. Fenstermaker split his time between PoE and South Park, he has even himself admitted that PoE suffered somewhat due to that split. While he is a talented writer, I don't think him leaving is a death blow or anything. Not to mention, there are hints that he might be a stretch goal later on. 5 or 6 characters, it really doesn't matter since you are still left with plenty of tactical options. It comes down to encounter design. Even if you have 6 characters it really doesn't matter if the encounters aren't enjoyable, challenging and fun. It's not dumbing it down, just because you have one less character to worry about. Oh, and I wouldn't worry about investors having too much say, Obsidian has used more than enough of their own capital to make the game. Any drastic changes at this point would hurt investors investment as it would delay the project. Not to mention I don't think they have much say or enough say when the amount of money they are bringing is less than pledgers and Obsidian.
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In my opinion going with lvl 1 character is the best choice out of the 3. People would be even more pissed off if story of the Watcher ended in Pillars 1 and designing a fun game for level 20+ characters seems really cumbersome and would be really hard for any new players to jump in. It would be pretty brutal to try and learn the game when every enemy you face will melt your face in matter of seconds. This said, I wouldn't be surprised if they have few tricks up in their sleeves that they don't want to talk about due to spoilers, just to make some "ammends" for draining our souls back to level 1.