Infinitron Posted January 27, 2017 Posted January 27, 2017 (edited) That role now belongs to Bobby Null, who is often described as Obsidian's biggest grognard. So all you folks who want instant death spells, hard counters, mage duels and IMBALANCE - maybe it's worth asking again! (Of course, Josh is still the project director and has final say on everything.) Edited January 27, 2017 by Infinitron 3
FlintlockJazz Posted January 27, 2017 Posted January 27, 2017 Interesting, I liked Sawyer's design work though. 4 "That rabbit's dynamite!" - King Arthur, Monty Python and the Quest for the Holy Grail "Space is big, really big." - Douglas Adams
Sedrefilos Posted January 27, 2017 Posted January 27, 2017 Sawyer is project director as was for Pillars 1.
Gairnulf Posted January 27, 2017 Posted January 27, 2017 Josh's title is "Game Director", Bobby Null's is "Lead Designer". A Custom Editor for Deadfire's Data:
Mazisky Posted January 27, 2017 Posted January 27, 2017 Sawyer is a passionate dev and he put a lot of effort in games he make. I really appreciate that. The world building in PoE was huge.The only think i don't like very much about him is the fact he has an historycal attitude, with PoE i had the feeling he wanted to do something with a real setting rather than a fantasy one.
Grotesque Posted January 27, 2017 Posted January 27, 2017 Pillar of Eternity: - too verbose - no real challenge - ****ty item stats - boring encounters - autistic emphasis on the main story subject that permeated all aspects of the in-game society to the point where every new quest became almost comical Hope the new lead designer does a better job 1 After my realization that White March has the same XP reward problem, I don't even have the drive to launch game anymore because I hated so much reaching Twin Elms with a level cap in vanilla PoE that I don't wish to relive that experience.
Gairnulf Posted January 27, 2017 Posted January 27, 2017 I thought you were a fan, Grotesque. A Custom Editor for Deadfire's Data:
Aotrs Commander Posted January 27, 2017 Posted January 27, 2017 Pillar of Eternity: - too verbose I cannot even concieve of how an RPG like PoE (or Torment or BG2) could be "too verbose." 16
Maf Posted January 27, 2017 Posted January 27, 2017 Never understood the hate. As a media consumer I can only have mad respect for all you creators out there. Especially when we're part of a niche. Keep up the good work OEI 1
FlintlockJazz Posted January 27, 2017 Posted January 27, 2017 Sawyer did immense work in building a coherent world with proper history and everything. I loved that, I loved how much detail was put in the little things, I loved that he made it feel historical, he can DM for me anytime! 11 "That rabbit's dynamite!" - King Arthur, Monty Python and the Quest for the Holy Grail "Space is big, really big." - Douglas Adams
aluminiumtrioxid Posted January 27, 2017 Posted January 27, 2017 That role now belongs to Bobby Null, who is often described as Obsidian's biggest grognard. So, where can we find more info about the man? "Lulz is not the highest aspiration of art and mankind, no matter what the Encyclopedia Dramatica says."
Infinitron Posted January 27, 2017 Author Posted January 27, 2017 (edited) That role now belongs to Bobby Null, who is often described as Obsidian's biggest grognard. So, where can we find more info about the man? Well, here's his LinkedIn: https://www.linkedin.com/in/bobby-null-52155a5 Edited January 27, 2017 by Infinitron
Ainamacar Posted January 27, 2017 Posted January 27, 2017 Pillar of Eternity: - too verbose I cannot even concieve of how an RPG like PoE (or Torment or BG2) could be "too verbose." I wonderingly pondered the prodigious length of paradigmatic RPG classics like PoE, Torment, and BG2, but within this honored scope found nary a jot, word, or phrase the paring of which could yield (however faintly!) an overall improvement -- and it is truly beyond my ken to imagine such a thing. The problem with verbose writing isn't necessarily length as such, but a lack of economy. I'm not mocking you, because even though I disagree with your statement you expressed it concisely and sufficiently. The travesty I wrote, on the other hand, desperately needs an editor. Pillars wasn't nearly as bad as that, but in my opinion an editing pass with an eye for unnecessary things would have definitely improved it. 7
Infinitron Posted January 27, 2017 Author Posted January 27, 2017 http://jesawyer.tumblr.com/post/156448088931/so-weve-got-obsidians-biggest-grognard-as-lead So, we've got Obsidian's biggest grognard as Lead Designer now. Hard countery mage duels, are they happening? Sort of, but not really. Something to keep in mind is that, while Bobby definitely is OEI’s biggest grognard, that means that, like me, he started playing A/D&D in the early 80s. In TTRPGs and CRPGs prior to BG2, spell counters were not as common. BG2 stands alone among A/D&D games in its heavy emphasis on them (arguably a few of the later Gold Box games, but even they weren’t as reliant on them). What Dave Williams (our lead system designer) and I have done is expand the keyword system and introduced counters between keyword types. E.g., Water can counter Fire. Note that Boiling Spray, which does Burn damage, has the Water keyword, but it will still extinguish a persistent Fire effect. In our Fig trailer, you may notice a shot around the 2:40 mark where barrels of gunpowder next to Pallegina explode. Only a Fire effect will ignite them, causing them to explode within a few seconds, but a Water effect can counter that. We have a reorganized Affliction system with a better set of counters to them and a redesigned Concentration/Interrupt mechanic that makes their use more deliberate and specific to combat circumstances. All of this is to say that hard defenses and counters are, broadly speaking, more of a part of Deadfire, but those elements are spread across the classes, not concentrated among wizard spells. 4
dukeisaac Posted January 27, 2017 Posted January 27, 2017 http://jesawyer.tumblr.com/post/156448088931/so-weve-got-obsidians-biggest-grognard-as-lead So, we've got Obsidian's biggest grognard as Lead Designer now. Hard countery mage duels, are they happening? Sort of, but not really. Something to keep in mind is that, while Bobby definitely is OEI’s biggest grognard, that means that, like me, he started playing A/D&D in the early 80s. In TTRPGs and CRPGs prior to BG2, spell counters were not as common. BG2 stands alone among A/D&D games in its heavy emphasis on them (arguably a few of the later Gold Box games, but even they weren’t as reliant on them). What Dave Williams (our lead system designer) and I have done is expand the keyword system and introduced counters between keyword types. E.g., Water can counter Fire. Note that Boiling Spray, which does Burn damage, has the Water keyword, but it will still extinguish a persistent Fire effect. In our Fig trailer, you may notice a shot around the 2:40 mark where barrels of gunpowder next to Pallegina explode. Only a Fire effect will ignite them, causing them to explode within a few seconds, but a Water effect can counter that. We have a reorganized Affliction system with a better set of counters to them and a redesigned Concentration/Interrupt mechanic that makes their use more deliberate and specific to combat circumstances. All of this is to say that hard defenses and counters are, broadly speaking, more of a part of Deadfire, but those elements are spread across the classes, not concentrated among wizard spells. Interesting. I like the idea of more reactivity in the environment.
Infinitron Posted January 27, 2017 Author Posted January 27, 2017 The Divinity: Original Sin-ification of Pillars of Eternity. 7
Enoch Posted January 27, 2017 Posted January 27, 2017 I like the potential of that keyword system for scripted interactions. The spell-use options in White March interactions were neat, but somewhat arbitrary (e.g., Winter Winds can quench a fire, but not Blizzard?). A more fleshed out system of spell-effect types could handle that more rigorously. 1
Archaven Posted January 27, 2017 Posted January 27, 2017 So is more towards Divinity Original Sins elements now? I much like spell counters in BG2 but the elements in DOS was really refreshing
Enoch Posted January 27, 2017 Posted January 27, 2017 (edited) The Divinity: Original Sin-ification of Pillars of Eternity. Weirdly placed barrels of oil EVERYWHERE! Edited January 27, 2017 by Enoch 7
Enoch Posted January 27, 2017 Posted January 27, 2017 Also, interaction with the new weather system would be neat. "Let's wait until this rain stops before we assualt the outdoor fireworks festival!" 2
Flouride Posted January 27, 2017 Posted January 27, 2017 The Divinity: Original Sin-ification of Pillars of Eternity. Weirdly placed barrels of oil EVERYWHERE! GTFO. Crates, not barrels. CRATES, EVERYWHERE! Hate the living, love the dead.
Yonjuro Posted January 27, 2017 Posted January 27, 2017 Pillar of Eternity: - too verbose I cannot even concieve of how an RPG like PoE (or Torment or BG2) could be "too verbose." I wonderingly pondered the prodigious length of paradigmatic RPG classics like PoE, Torment, and BG2, but within this honored scope found nary a jot, word, or phrase the paring of which could yield (however faintly!) an overall improvement -- and it is truly beyond my ken to imagine such a thing. The problem with verbose writing isn't necessarily length as such, but a lack of economy. I'm not mocking you, because even though I disagree with your statement you expressed it concisely and sufficiently. The travesty I wrote, on the other hand, desperately needs an editor. Pillars wasn't nearly as bad as that, but in my opinion an editing pass with an eye for unnecessary things would have definitely improved it. I wrote a suggestion about an editor in the stretch goal thread (inspired, in part, by a recent article on RPG Codex). An editor can fix up prose, tie up loose ends, make sure that choices have reactions (in game), make sure that story elements don't get cut off (such as the factions in chapter 2 of PoE) etc. If it isn't somebody's job, it won't happen.
Eumaios Posted January 27, 2017 Posted January 27, 2017 I played Pillars of Eternity. Fun game. I can't imagine that a different lead designer would be able to go too far astray from the first game. If people started a game and it turned out to be shoots and ladders, there'd probably be hell to pay. I'm sure there will be abundant freedom within the confines of the original vision. I just hope that Mr. Sawyer gives Mr. Null plenty of leash. So shines the name so shines the name of Roger Young! https://www.youtube.com/watch?v=1MEJM0cboDg
aluminiumtrioxid Posted January 27, 2017 Posted January 27, 2017 The Divinity: Original Sin-ification of Pillars of Eternity. You say that like it's not the best thing ever. "Lulz is not the highest aspiration of art and mankind, no matter what the Encyclopedia Dramatica says."
floredon Posted January 27, 2017 Posted January 27, 2017 The Divinity: Original Sin-ification of Pillars of Eternity. You say that like it's not the best thing ever. It definitely is not. 1
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