JWestfall Posted September 29, 2012 Posted September 29, 2012 Sorry if this has already been posted here (didn't see it anywhere), but an article on Gamasutra here: http://www.gamasutra.com/view/news/177011/Project_Eternity_What_it_really_means_to_make_the_game_you_want_to_make.php Some insight on design considerations from Sawyer, among other tidbits.
metiman Posted September 29, 2012 Posted September 29, 2012 I'm not sure if it has been posted either, but it is my favorite interview. JoshSawyer: Listening to feedback from the fans has helped us realize that people can be pretty polarized on what they want, even among a group of people ostensibly united by a love of the same games. For us, that means prioritizing options is important. If people don’t like a certain aspect of how skill checks are presented or how combat works, we should give them the ability to turn that off, resources permitting. . .
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