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About Coincidence

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    High Ordinator of the Obsidian Order
    (2) Evoker

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  1. Yes, but not because the NPC is a Paladin like character and you kicked a puppy once. If you continue to always act against what a character thinks is right or do something EXTREMELY heinous (like P:T bad) that would cause even someone like a thief to go "Wait a minute..." then I'd say the NPC in question should try to stop you, and if you refuse perhaps storm off and return with a group of "good guys." If you act goody goody all the time a more morally questionable character could betray you at an extremely inconvenient moment. It should be rare and only in extreme cases though.
  2. As long as there is an option I can toggle where my character says "Updated my journal" then I'll be happy.
  3. I don't think you can call the Practical Incarnation an antagonist at all because, like you said, he doesn't really oppose the protagonist nearly as much as he helps him. Sure he turns on you at the end, but in a way it's tricky to say he turns on *you* because you're both technically the same person, and he just thinks he can help you/him better than you.
  4. I've always thought the same. The whole surprise and hoping you get a good item part is nice but I don't see why you can't actually use it.
  5. I'd find it hard to be an atheist in many fantasy settings I've played. In real life a lot of religion is faith while the gods are usually a direct presence in most fantasy worlds, applying blessings with measurable benefits or even physically manifesting. You could always be rebellious, but I don't know how you can really be an atheist and deny the existence of gods if PE is how I think it'll be. Maybe nihilism, but in a way that has to also acknowledge souls and life somehow being chaotic with no purpose when there is in fact some sort of cycle. The Dwemer in Morrowind are a nice example of how to be sort of "atheistic." Rather than deny gods exist they simply believed the beings commonly known as gods DO exist, but were imperfect and not worthy of worship. In a world with gods the Dwemer simultaneously downplayed their power and attempted to become divine themselves. In other words, acknowledging a god exists because their presence is shown in undeniable ways, but don't consider them gods.
  6. I agree 100%. The whole idea of being good to me is sacrifice, while the whole idea of evil (or at least selfish) is to be self-serving. The middle area there is to be "good", but expect compensation. Being good anyway with no tangible reward is the display of heroism. Make selfish choices reward the player and it will actually be more difficult, even if just slightly more, to avoid the temptation of slipping into selfishness or evil.
  7. What do you mean here? It would be great if Obsidian gets more contracts. They can't survive on Kickstarter or their own alone, without firing a massive amount of their employes. As mentioned in the stream they would also like to work on more licensed properties. Because the behaviors of publishers, especially rushing the game, have been a reoccurring problem for Obsidian in the past. Maybe it would be a necessary evil and I'm pessimistic.
  8. I've always liked Faustian bargains in stories, and characters who take them. It doesn't necessarily have to be with the traditional demon though. I don't know if I'd take the option though since it turns out to be a bad deal the majority of the time, although I like the idea of a "good" guy selling his soul to have enough temporary power to defeat an evil power, knowing s/he's making a huge sacrifice doing so.
  9. If this convinces publishers that the type of game Obsidian is making can still create a profit then I'd be... cautious of it. I'd prefer it didn't happen.
  10. Maybe the Warcraft RTS series and Morrowind influenced me... But I like orcs who are as developed as anyone else, and can be good or evil. It seems much rarer, which would make PE more interesting to me. Perhaps some racist persecution going on by other races who think Orcs are just mindless beasts.
  11. I like the approach Morrowind had (if you can't tell.): Make everything killable, only bother to mention if you killed someone related to the main quest, and create a backdoor that makes the game beatable, but harder, if you killed an essential NPC.
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