Sand and sorcery in Pillars of Eternity 2
Obsidian Entertainment chief Feargus Urquhart talks taking Tolkien tropical in the new RPG.
Do you ever look around a new a place and get that feeling that something's just the tiniest bit off? You'll take the place, but still, there's that niggling sense that something isn't quite right.
Crunch. A massive stone fist punches up from under the basement, destroys the whole block and kills your neighbours. With one foot on your new car and another somewhere around where the guy next door had been trimming the hedges, a mighty and terrible rock golem stands before you, the furious visage of an ancient god wrought in stone peering down. Then the statue strides off into the sea, leaving you with nought but memories and a desire to one day hit it really hard in the face with a magical hammer.
This is, more or less, how things kick off in
Pillars of Eternity II: Deadfire. Without spoiling anything, by the end of the first
instalment, which
Obsidian Kickstarted to the tune of $4,000,000 and released in 2015, you've settled into some pretty cushy digs: the stronghold of Caed Nua, which you've rid of subterranean beasties and done up as a base of operations. Then the giant god statue that's been secretly lurking underneath the castle wakes up, bursts out of the ground, and sets off towards the Deadfire Archipelago: a string of tropical islands somewhere to the south of the first
game's realm of Dyrwood.
It’s Obsidian's answer to that perpetually tricky question of the RPG sequel that allows you to carry over your character from the first game: how is this game going to challenge me now that I'm basically king and can obliterate any who opposes me without getting out of my chair?
"We came up with this idea that the statue that was under your stronghold, Caed Nua, basically comes to life and bursts out," says
Feargus Urquhart, Obsidian's CEO. "And as it bursts out, it's basically sucking the soul energy from everybody around. Now, you're more powerful [after the events of Pillars I] so it doesn't kill you, but for all intents and purposes it takes the power that you built up over all of Eternity I, and sucks you back down to level one. Then the statue marches off into the sea, and that's the start of the game, so you now have to follow the statue to get your power back."
As part of the school of RPGs that's filled with murky choice and
consequence, there were several different ways that the first Pillars could end – some less happily than others. One of the challenges with Deadfire was how those choices – and more importantly, your character's reputation as a shining pillar of light or someone who feeds grandmas to dragons – would carry over into the game's sequel.
Urquhart won't go into details of how this will play out in practice (though he gives an example that, if your original character had a background story in which he or she hailed from the Deadfire Archipelago, it's the kind of thing an NPC might comment on), but if you want to carry your character over, you can expect some of your renown to have crossed the sea along with the giant stomping statue.
Alternatively, if you feel like ditching your past, you can always start Deadfire afresh, making up your own legend through a series of conversation trees with characters that'll flesh out the story of what you did (or rather, didn't) do during the events of the first game. This is the default starting point for players new to Pillars. But it's also there for veterans looking for a blank slate, or to try a new class.
"We know that some players may feel that they want to change what they did in the game, or they didn't play Pillars, or they played Pillars but the want to start with a new character," says Urquhart. "So you're basically going to go through, as subtly as we can make it, this sort of questioning in dialogues about what happened, and that's where you can change what you did or build what you did in Pillars if you didn't play it."
Whether you played the first Pillars or not, the most jarring change might come from the scenery. Pillars of Eternity introduced new races and lore, but still fit into the mold of the 'fantasy RPG'. It was Tolkienesque: medieval European-ish towns and races and classes that, if you didn't want to jump in horns-or-ears-first as a Godlike or an Orlan, at least looked at home in Pillars' forests, dungeons and villages. Deadfire and its archipelago, meanwhile are as Urquhart describes it, "Polynesian" – quite a jump and paddle from what a fantasy audience might expect.
"I don't think we would have done this tropical, Polynesian setting for Pillars I, because what we needed to do first was establish Pillars as a traditional, conceptualisation of medieval times in Europe, but obviously with dragons and magical swords," Urquhart says. "That's what people associate Pillars with, because that's what Pillars I was. So, it's always this thing of, how much can you make new in a sequel to keep things interesting? And not just to keep things interesting for players, but to keep things interesting for the team as well.
"There are different kinds of settings you can do: you can do an island chain, you can do ice (which we did with White March for Icewind Dale back at Black Isle Studios), you can do the desert, you can do jungles, you can do tundra. There's a lot of different things you can do. But I think the important thing we did was establish Pillars as a medieval fantasy RPG, so even though we're going somewhere else for the sequel, it already has those trappings and that feeling for people.
"On the flipside, we're very aware that we can't just go to the Deadfire and have everything just be huts and everybodybe tattooed, tanned and with loin cloths. That can start to feel weird. That was one of the first big conversations we had about Deadfire, where we said, 'Yes, it's cool if we can go to this string of islands, and yes, we should represent the culture of those islands, but we need to also represent that this is also a somewhat colonised string of islands."
Palm trees or not, though, Pillars II is still a fantasy RPG. But like
Wasteland 2, it's in an interesting place for a crowdfunded franchise. Wasteland 2 brought the CRPG to Kickstarter in 2012, with all the post-apocalyptic trappings that an old-school Wasteland or Fallout fan could want: deserts, raiders, mutant rabbits and so on. Pillars did the same for fantasy. But for their sequels, both Pillars and Wasteland are moving away from what we've been trained to expect.
But when you're relying on a core fanbase to stump up the cash for you to build one of these worlds, how out-there can you get with your ideas before your backers start backing away? How many successfully crowdfunded games does it take before your fans will fund your epic accountancy RPG just because it's your studio that's making it?
"I think the question there is, are people fans of Pillars, or are they fans of Obsidian?" says Urquhart. "I think the answer is that they're both. There are certain people that enjoy the style of RPG we make no matter the setting: they enjoy how we approach companions and how we approach moral questions and how approach world-building. There are other people that love being in that Tolkienesque world. It's their getaway, their escape.
"So, ultimately the question for us is, do we do something completely different – not to go all Monty Python – but do we do something so completely different that, while people understand it's still going to be an Obsidian RPG, but, you know, it's the story of a one-celled amoeba or a plankton. Some people will get behind that. But what we also have to look at [the fact that], for our fans of Pillars or our fans of a Tolkienesque world, they may not be interested in that. They enjoy the comfortable nature of elves and dwarves.
"That's the ongoing debate: should there be elves and dwarves in every medieval fantasy RPG? And something that we've debated many, many times. Some people feel that elves and dwarves are trite. Other people love the concept of elves and dwarves so when we're looking at this – and this is going to sound really strange – if one of our jobs is entertainment and part of that entertainment is escape, and part of that escape is going to a world with elves and dwarves, then why wouldn't I create a world with elves and dwarves?
"That's not to say that every RPG should be like that. I have this weird idea for a film noir RPG. I don't know if it would work, but I can kind of picture it. We could use the Eternity engine and make this black and white, shades grey, and use the way people talk, and music. It may never work, and I also know that if we were to make that, everybody that bought Pillars would not be on the ride for that. And that's OK. But that doesn't mean we should completely turn away from Pillars, but it doesn't mean we shouldn't look into doing other stuff as well, just to try things."