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Posting this here as the interview covers a lot of threads I've read under this category. Some things covered or hinted at during the interview: Equipment no longer taking up inventory slots. Shared/dedicated servers Dungeons / boss battles Additional ways to travel around the world World changing events Road map coming Improvement to combat Interaction with items (sitting on chairs) Naming saved games files If it's already been posted, sorry but didn't show after a quick search.
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The One & Only - Blooper Girl [Katrina Garsten] : Our Lovely - PR Manager [Mikey Dowling] :
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Hi all, Just wanted to announce that I'll have Josh Sawyer, Project Director for Pillars of Eternity, on my channel tomorrow night at 8 p.m. EST. I've done a number of these chats, most recently with Paul Neurath from Otherside Entertainment's Underworld Ascendant, and having played the beta version of POE I'm extremely excited for its release and to speak to Josh about it. Please stop by tomorrow night with questions and comments--looking forward to it! Arvan Eleron http://twitch.tv/arvaneleron
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Link to Page 3 of PCWorld Interview (where this quote comes from): I am curious about something that PCWorld didn't ask and that neither Adam or Josh answered, I also underlined and bolded something important that Adam said in the quote regarding modding. Will models (Characters, Monsters) be something that could be moddable? And what about textures? Furthermore, is there a simpler way that could allow for more maps to be added? Josh mentions that environments are tough and complicated and time-consuming for Obsidian, but is there a simpler way to make them? I mean, obviously hobbyists o
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http://www.sorcerers...ead.php?t=58248 Lovely little nuggest of information here about a character (possibly a companion?). Pretty cool!
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Apologies if this has been already posted (couldn't find it) : http://www.gamebanshee.com/interviews/109792-project-eternity-interview.html Some interesting information on the open-ended nature of the game, healing magic (resurrection included), Ciphers, Barbarians, the UI and more. Enjoy!
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Josh was kind enough to take some time out and grant me an interview. You can find it here. I particularly loved his answer about where he derives some of his inpiration (outside of games) for Project Eternity. I also found a Chris Avellone interview conducted by "Obsolete Gamer". Not all of it is specific to PE but I'm guessing people here will appreciate it just the same. It does give some remarkable insight into how Chris goes about blowing our minds.
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I'm doing an email interview with Josh (I think, although others may answer my questions if they're more appropriate) for the Australian website Cybergamer (which has a European sister site). My interview will try to avoid any of the questions that interviews/articles have asked already and things that the devs have answered on the Kickstarter Q&A, the forums or their personal sites (Sawyer's Formspring etc). The planned interview will be split into three sections (Personal, Design, Mechanics). I will ask very specific design and mechanics questions to try and generate better /
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Hey everyone- I had the great pleasure to talk to Feargus Urquhart about Project Eternity, Obsidian in general and the gaming industry. An amazing experience, not one you'd want to miss! Here's a tease You’ve had great success in the past, now you’re jumping into Kickstarter with your new game, “Project Eternity” What exactly is Project Eternity? Feargus: A lot of us before we worked for Obsidian, we worked for another company called Internet Interplay, which had an RPG division “Black Isle Studios” which I was the founder back then we worked with a developer called
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