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C2B

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Everything posted by C2B

  1. PS:T and KOTOR II aren't really *chosen one* stories. NWN2 fits a lot more. Then again, you can easily argue *the regular guy* into chosen one as well.
  2. It's not going to be 50 people (Which is/was the size of the South Park team) or anywhere near it. 20-25 is more like it. And not all of these people will be working the entire time on it.
  3. I see the operation has started. Good, good
  4. Information is my buisness *smugface* @KOTOR2 You should install restoration patches and so on. Here: http://pcgamingwiki...._The_Sith_Lords
  5. The source is bascially me (a man with the scary and disturbing ability to make out people he has never met out of a picture with obsidian devs) for the moment. But for a specific I can look it up though it may take a while as it's sometimes hard to remember where exactly I read it. Will post soon.
  6. He wrote the vast majority of the text in Planescape. And depending on the dev, team and project the organization differs vastly.
  7. Something about the Main Heads of the team Josh Sawyer: Designer on IWD, Lead Designer on IWD 2, Lead Designer on the original Fallout 3 and Baldur's Gate 3 (both cancelled) Lead (I think) on Gauntlet Seven Sorrows but left with several of his contributions ripped off, Lead Designer on NWN2 during its last year after old Lead left, Lead Designer on Aliens: Cubicle (cancelled), Project Lead, Lead Designer and Lead System Designer on Fallout: New Vegas, Project Lead and Lead Designer on Project: Eternity. Chris Avellone: So, so much. To keep it short: Lead Designer on Planescape: Torment, Designer on Fallout 2, Lead Designer of KOTOR:2, Lead Designer of the last version of Alpha Protocol, Designer on Mask of the Betrayer and Project Lead/Lead Designer on the New Vegas DLC's except Honest Hearts (Sawyer), writes (something on Eternity) Tim Cain: Created Fallout (I mean literary, first guy on the project and had his hands in everything), Project Lead on Arcanum and Temple of Elementary Evil as well as a programmer on Vampire: Bloodlines. Responsible for Skills/Systems and some programming on Eternity. Adam Brennecke: Programmer on many Obsidian titles, Project Leaad on the Dungeon Siege III add-on. Manly responsible for the production side of eternity. Edit: Wrote this out of my head. So, if there's a fault please say so.
  8. Will entirly depend on implentation, both in terms of the skills and how they are used in the game itself. Anyway, great update.
  9. That was Avellone's idea. He came to Andrew Dearing (lead sound designer on FNV) and asked if we could write music simliar to the movie 'the good the bad and the ugly'. Andrew asked me if I would be interested in doing that and the rest, as they say, is history... Can you list everyhing (or at least some things) you composed so far in Obsidian's games? Could get a better picture.
  10. There's like a really, really, really big logical difference between both. I'd think about that one again.
  11. Another Interview http://psotter.com/news/exclusive-interview-project-eternity-part-1/
  12. Creating your own party (including backgrounds) is something I can totally get behind as compared to having many but non-fleshed out companions.
  13. Approching such topics is why I'm never going to compare to Funcroc's ability to stalk: Anyway, best wishes to both of em'.
  14. Here's a german article from Gamona that apparently talked with Tim Cain. It's mostly stuff though how excited he is. http://www.gamona.de/games/project-eternity,special-pc:article,2161787.html
  15. I hope that the companions will need a bit of strategy when it comes to who you recruit, or who you keep in your party at a given time. Something as simple as one companion refusing to come along in the group if a certain other companion is in your group (perhaps they belong to warring religious factions). That way the player has to put more thought into it than "oh hey, this one is an archer and this one is a mage, and I need both of those in my group". If they refuse to "party up" with each other, then the PC has to decide a]which to bring along and b]what the rest of the party make up needs to be like. That's still something completly static. And why can't I force them into my group or manipulate them to work *together*. It's still something depending on your actions and I'm not saying it should have only (or at all) "good" consequences. It shouldn't. But, I really, really can't see the strategic part if the only thing you do is basically cut off a possible way how the their relationship can continue.
  16. People aren't just saying this because of the wheellocks.
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