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About SewerCover

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  1. How about a minor god who is trying to disprove the existence of gods? You could make it a mini-dungeon, where you get through his followers (who follow the god so he can disprove the gods) and when you finally face him, you can take him out by combat (which is possible because his own disbelief limits his divine abilities) or you can talk at him so good he poofs out of existence, like the debate memory in Planescape Torment. Edit: A story-telling goddess relevant to the chanter class would be cool, she can wander around being a badass, righting wrongs, and telling stories, like Caine from Kung-Fu.
  2. Another designer allows for the world to become that much bigger and comprehensive.
  3. Good story and good gameplay do not have to be exclusive. The main distinction between games and other mediums of art is the ability to interact with the piece. We do this through gameplay, whether it be combat, minigames, or dialogue trees. A good game will use gameplay to reinforce themes in the story and the story is used to support the desire to play the game. Correct me if I'm wrong but I believe Josh Sawyer said something to this affect in one of the videos/interviews they've done. Another thing is story is a lot harder to get across than gameplay mechanics. A good story requires building up, it's rather hard to show something like that off in a kickstarter update. I mean how would you show off the breadth of Torment's writing in a few paragraphs/pages? Would you rip out a scene from later on, something like Ravel or the Sensory Stone? It might be effective but you lose pivotal aspects, like the character you've built up over the game. How is this person you've been developing react to this? This is a bit in response to the Barbarian jab in the initial post, but the reason to get excited about new races and classes from a strictly story viewpoint is it multiplies the amount of ways your'e allowed to interact with the story, make it that much more personal. Maybe the Barbarian you make is a big dumb lug who wants to help out the only way he knows how, or maybe he wants to use his brawn to get undeserved riches. Maybe your Barbarian is well spoken and intelligent but after a life of trying to talk things out just to see people get stepped on and exploited he snaps, deciding that if they don't want to listen to reason he'll at least make sure they can never hurt people again. I would love it if they would drop more info and ideas that they have from the setting, but there's also a fear in me of learning these interesting things before I have a chance to see them for myself in the game. Maybe it's just me, but I think part of the appeal here is Obsidian being allowed to really do what they want, and creating a world for us that will be large, fully realized, and inventive. I feel I can trust them to make this world one I'd enjoy based on the amazing work they've done on past titles.
  4. I don't think you need to worry, it seems like exploration is one of their design focuses, hell this is right from the Game Details section of the Kickstarter "Project Eternity will take... the epic exploration of Baldur’s Gate". Along with Josh Sawyer as one of the lead designer's, I imagine we'll be getting a fully realized and explorable world from Obsidian. We can also look at Sawyer's last game, New Vegas, which was absolutely rich with detail if you looked for it while still maintaining an interesting fractional storyline that was very non-linear. The only thing I think New Vegas could have used besides more legion quests is more dungeons, which ALSO seems to be a design focus for Obsidian, considering again the Game Details ("dungeon diving of Icewind Dale") and the addition of a mega dungeon as a backer stretch goal.
  5. Could be really neat, they kinda already played a lot with this idea in Mask of the Betrayer and it turned out really well.
  6. They are still getting basic systems worked out, nothings in stone except a few key details (Souls are important, Unity is the engine being used). Any stretch goals they add are going to get the same amount of development time everything else is, with the help of more staff members that are being paid with the stretched funding. Obsidian has been planning this for a long time and are fully aware of what their studio and staff are capable of. If they were just adding things willy-nilly without being sure they could deliver, you'd see mod tools as a stretch goal already.
  7. That was supposed to say Drowned, not Drow. The "ned" got cut off.
  8. So you're saying people would pirate this game because they can't get ONE in game item? In this case, I call bull**** and say those people weren't going to buy the game anyways. Yes, that is what I'm saying. As soon as the game is out, people are going to torrent the "Backer version" they can't otherwise get. Who cares about one item you say? A lot of people do, even if it's only cosmetic. It's simply greed on obsidians side, they may get a little bump in the kickstarter phase, but it will hurt them in the long run. I think the people who would pirate the game because of a silly item that has no bearing on plot or gameplay would probably pirate it to avoid paying money in the first place, considering money is actually important and useful. I mean, did anyone actually give a **** about the Courier's Stash when it was split up for retailers to add pre-order incentives? Was it a big deal you didn't have the "Weathered 10mm Pistol" along with the other Gamestop goodies (I will admit the canteen was nice)? Hell, those were packs of items, this is a single item with an achievement (I don't think you can pirate achievements either, so it's literally one item extra in the backer version).
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