Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Eternity Pillars of Eternity II: Deadfire Pre-Release Thread [BETA RELEASED, GO TO NEW THREAD]

almondblight

Arcane
Joined
Aug 10, 2004
Messages
2,549
The Glanfathans were more based on Celts, which would make the people of Dyrwood Anglo-Saxons, rather than Americans.

The Celtic influence is more like Josh pulling from multiple sources (like how the Valian Republics are pulling from both the Italian Republics and European age of sail empires). Dyrwood being the USA - former overseas colony of powerful empire that's had constant frontier conflict with unurbanized tribes, rebelled against home country for freedom, now on good terms with home country and destination for immigrants, and fetishizing freedom and independence. Glanfathans being various unurbanized tribes in the interior hostile to Dyrwood encroachment. Though the conflict between Aedyr and Dyrwood over colonization is a flip of the conflict between Britain and the American colonies over colonization - in the game the conflict is because Aedyr is pushing for more colonization and Dyrwood is resisting, with Britain and the American colonies the colonists were pushing for more colonization and British was resisting.

The Anglo-Saxon connection doesn't work so well, as those were various and not unified tribes that invaded (or migrated and dominated) a (relatively) more urbanized group (Romano-Britains), and who set up a number of different kingdoms after their invasion.

Though it's quite possible that Josh was also pulling from earlier history, with Dyrwood being the Romano-Britains and Glanfathans being Celts, but the connection isn't as great (Britain being more of a case where Romans conquered a lot of the island and Romanized what they could, and being separated from the empire because of the weakness and then collapse of the empire, not a fight for freedom, etc.).
 

Harold

Arcane
Joined
May 10, 2007
Messages
785
Location
a shack in the hub
The setting kinda makes me hope that the main plot (retrieving your soul from a vengeful god I guess?) is actually a fairly minor part of the game. Fantasy colonial politics could be pretty cool.
From what we know so far, the game's structure seems eerily similar to New Vegas (Sawyer himself kept making comparisons to NV during the various streams), so it's likely Eothas is Deadfire's McGuffin/equivalent of Benny, and once you confront him the game shifts to faction politics. At least, I hope that's the case, it would certainly be a lot more interesting than a retread of the 'Irenicus stole mah soul!' plot.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,436
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The setting kinda makes me hope that the main plot (retrieving your soul from a vengeful god I guess?) is actually a fairly minor part of the game. Fantasy colonial politics could be pretty cool.
From what we know so far, the game's structure seems eerily similar to New Vegas (Sawyer himself kept making comparisons to NV during the various streams), so it's likely Eothas is Deadfire's McGuffin/equivalent of Benny, and once you confront him the game shifts to faction politics. At least, I hope that's the case, it would certainly be a lot more interesting than a retread of the 'Irenicus stole mah soul!' plot.

I don't think a giant walking god can be discarded from the game's storyline as easily as Benny was.
 

Rivmusique

Arcane
Patron
Joined
Mar 14, 2011
Messages
3,489
Location
Kangarooland
Divinity: Original Sin Project: Eternity Pillars of Eternity 2: Deadfire
My bet's on: Eothas was last seen heading in to unknown waters, word is it's dangerous out there and no one can expect to get anywhere without a fleet. All the factions want to chase but no one will because they're worried the other powers will move against them and they'll be fucked in Deadfire. PC arrives, needs to boost one group to the top so they feel safe enough to launch, then he latches on to/leads the group that chases.
 

Deleted member 7219

Guest
You chase the avatar of Eothas all the way to the sea and then he drowns because he can't swim.

The rest of the game is about yarrrr pirating.
 

Sizzle

Arcane
Joined
Feb 17, 2012
Messages
2,471
If I had to guess - the plot will revolve around the radiant adra (or whatever it's called) mining/trade/control, which is probably the reason Eothas traveled to the Deadfire in the first place.

It was stated in one of the livestreams/interviews that you won't be able to defeat the gigantic statue in open combat (which is excellent news, this is an isometric RPG, not Shadow of the Colossus), so I'm guessing we'll have to help one faction come out on top, and then use the radiant adra to somehow blow up/disable/empower Eothas.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
16,236
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
VTC is basically the Dutch's VOC, but now with black people in power. So yeah, I guess Obsidian can't show them colonializing the Huanas and make them work in plantations like in reality, that would be liberal shitstorm. VOC was nowhere "at peace" with the locals.
Why not? I think that in the update text "at peace" may mean that they are not in open and official war. Also, black (if we consider the Vailians "black") people colonizing can be interpreted as a repudiation of real-world positive race stereotypes, not simply as a progressive attempt to "get back at history".

Spanish Renaissance clothing
Something that struck me in the updated was the Vailian clothing. The depicted styles originate from XVII c. France and not Spain, and certainly not Renaissance. Apparently artistic decisions take preference over historical accuracy here. Taking cues from the XVI c. for technology level but from the Baroque for clothing is turning this from "inspired by" into "a misch masch of".
 

FreeKaner

Prophet of the Dumpsterfire
Joined
Mar 28, 2015
Messages
6,910
Location
Devlet-i ʿAlīye-i ʿErdogānīye
Spanish Renaissance clothing
Something that struck me in the updated was the Vailian clothing. The depicted styles originate from XVII c. France and not Spain, and certainly not Renaissance. Apparently artistic decisions take preference over historical accuracy here. Taking cues from the XVI c. for technology level but from the Baroque for clothing is turning this from "inspired by" into "a misch masch of".

That's not true, actually. The puffy pants with alternating colours and broad brim hats were both popularised by Spain, so were tricornes that came later in XVII c. as well. French simply got influenced from this style as Spain was the most prestigious country in Europe for most of early modern period until after Louis XIV. Technology level is a combination of XVI and XVII both. XVII c. is also usually considered part of renaissance.
 
Last edited:

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
16,236
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Spanish Renaissance clothing
Something that struck me in the updated was the Vailian clothing. The depicted styles originate from XVII c. France and not Spain, and certainly not Renaissance. Apparently artistic decisions take preference over historical accuracy here. Taking cues from the XVI c. for technology level but from the Baroque for clothing is turning this from "inspired by" into "a misch masch of".

That's not true, actually. The puffy pants with alternating colours and broad brim hats were both popularised by Spain, so were tricornes that came later in XVII c. as well. French simply got influenced from this style as Spain was the most prestigious country in Europe for most of early modern period until after Louis XIV. Technology level is a combination of XVI and XVII both. XVII c. is also usually considered part of renaissance.
Do you have any source on this?

I have the following:
http://imgur.com/a/e5Pv7 from "Costume Worldwide: A Historical Sourcebook"


"XVII c. is also usually considered part of renaissance"
I can't cite periodisations of the Renaissance off the top of my head, but from Wikipedia: "The High Renaissance period is traditionally taken to begin in the 1490s, with Leonardo's fresco of the Last Supper in Milan and the death of Lorenzo de' Medici in Florence, and to have ended in 1527 with the sacking of Rome by the troops of Charles V. "

Now in Russia it may have arrived later, but that's more of an exception. Also, PoE is supposed to be set in "early Renaissance". Late nor High Renaissance was never part of official descriptions. You may be thinking about Early Baroque, which is considered to have started around the beginning of the 17th century.

"Technology level is a combination of XVI and XVII both." -- where did you pick that up?
 
Last edited:
Joined
Aug 21, 2014
Messages
294
Pillars of Eternity 2: Deadfire
Regarding the giant statue's role in the plot, I'm pretty sure JES strongly indicated in one of the streams that the goal of the "hunt" will not necessarily be to kill or even fight Eothas, but to recover your soul...by some means. The possibility of even allying with Eothas was floated.
 

almondblight

Arcane
Joined
Aug 10, 2004
Messages
2,549
On these two points, Ming was initially very outwardly both in exploration and fleet size, their internal focus and isolationism only began later. Ming is also likely the influence for the "Chinese faction" in the game since Ming was the Chinese dynasty active for much of the early modern period.

That's actually how Kana describes Rauatai (having been very outwardly focused in the past, but now turning inward and towards isolationism).
 

TT1

Arcane
Patron
Joined
Nov 25, 2016
Messages
1,480
Location
Krakow
Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit.
If I had to guess - the plot will revolve around the radiant adra (or whatever it's called) mining/trade/control, which is probably the reason Eothas traveled to the Deadfire in the first place.

It was stated in one of the livestreams/interviews that you won't be able to defeat the gigantic statue in open combat (which is excellent news, this is an isometric RPG, not Shadow of the Colossus), so I'm guessing we'll have to help one faction come out on top, and then use the radiant adra to somehow blow up/disable/empower Eothas.


We can always built another Godhammer:bounce:
 

FreeKaner

Prophet of the Dumpsterfire
Joined
Mar 28, 2015
Messages
6,910
Location
Devlet-i ʿAlīye-i ʿErdogānīye
Spanish Renaissance clothing
Something that struck me in the updated was the Vailian clothing. The depicted styles originate from XVII c. France and not Spain, and certainly not Renaissance. Apparently artistic decisions take preference over historical accuracy here. Taking cues from the XVI c. for technology level but from the Baroque for clothing is turning this from "inspired by" into "a misch masch of".

That's not true, actually. The puffy pants with alternating colours and broad brim hats were both popularised by Spain, so were tricornes that came later in XVII c. as well. French simply got influenced from this style as Spain was the most prestigious country in Europe for most of early modern period until after Louis XIV. Technology level is a combination of XVI and XVII both. XVII c. is also usually considered part of renaissance.
Do you have any source on this?

I have the following:
http://imgur.com/a/e5Pv7 from "Costume Worldwide: A Historical Sourcebook"

What do you wish source for in particular? If you mean the similarity of Spanish clothing of late 16th century and early 17th century, the illustrations in the book you quoted should have it, look for clothing of Spanish soldiers during 30 years war in particular. If you are asking about prevalence of broad-brim hats then that's early 17th century as well, which was first very popular amongst Spanish soldiers and especially cavalry. In general the style of Vailians seems to be heavily influenced by Western European fashion, a mix of Spanish, Northern Italian, Low countries and French, obviously not pinpointing a specific era or design because it's a fantasy game after all that draws influence and does not aim to specifically recreate.

A couple pictures from the vinkhuijzen collection for example:

TD6nOnF.jpg

XWVEnaK.jpg

"XVII c. is also usually considered part of renaissance"
I can't cite periodisations of the Renaissance off the top of my head, but from Wikipedia: "The High Renaissance period is traditionally taken to begin in the 1490s, with Leonardo's fresco of the Last Supper in Milan and the death of Lorenzo de' Medici in Florence, and to have ended in 1527 with the sacking of Rome by the troops of Charles V. "


Now in Russia it may have arrived later, but that's more of an exception. Also, PoE is supposed to be set in "early Renaissance". Late nor High Renaissance was never part of official descriptions. You may be thinking about Early Baroque, which is considered to have started around the beginning of the 17th century.

Renaissance is not clearly defined and it's not exact "period" as well as much as just a collection of movements, some consider it as narrow as 1300-1500s but it's often also defined as 1300-1700 as well. Baroque is not necessarily exclusive with it.

"Technology level is a combination of XVI and XVII both." -- where did you pick that up?

Because the game features arms, armour and ships from those eras mostly? Particularly period of 30 years war but also having elements from 16th century as well, not pinpoint accuracy but that general area. For example the type of plate armour worn in game is of 16th century flavour and then you have breastplates of 17th century design. Ships seem to be a bit more "advanced" for rest, which you could consider as late as 18th century at parts. Of course it has inaccurate and "anachronistic", if you can call it that, parts as well such as having a 19th century fencing sword and calling it a rapier. There still exists armour such as mail of course which would be long outdated in that form, at least in the west and light leather which is not even a thing.

I would myself describe the "technology" level of the game as having a strong mix of both early exploration and 30 years war and naval technology more bordering into 18th but acceptably in 17th. Of course there is plenty of outdated weapons and armour as well, but that's understandable as there seems to be a lot of technology disparity between factions. So rather than the clothing it would be the naval capabilities that is mostly jarringly not in the "advertised" era.
 
Last edited:

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
16,236
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
"The puffy pants with alternating colours and broad brim hats were both popularised by Spain, so were tricornes that came later in XVII c. as well." -- This is what I want a source on.
"French simply got influenced from this style" -- This too.
"often also defined as 1300-1700 as well" -- This too.

I said this style "originates from France, not Spain", also that it's from the 17th, not the 16th century. and I presented a source.

"In general the style of Vailians seems to be heavily influenced by Western European fashion, a mix of Spanish, Northern Italian, Low countries and French" -- 1. Why call it "a mix"? Can you point to country-specific influences? 2. In the update, the pic shows 17th century clothing, was what I said.
 

FreeKaner

Prophet of the Dumpsterfire
Joined
Mar 28, 2015
Messages
6,910
Location
Devlet-i ʿAlīye-i ʿErdogānīye
"The puffy pants with alternating colours and broad brim hats were both popularised by Spain, so were tricornes that came later in XVII c. as well." -- This is what I want a source on.
"French simply got influenced from this style" -- This too."

The book you quoted should have it. Look for the aptly titled "Spanish breeches" that was precursor to the petticoat breeches, if it does not, just a search into "Spanish breeches" would show it. The influence of headgear is from Spanish Army of Flanders and the subsequent Franco-Spanish war of 17th century. There are many books about this but any book specialising on Spanish Army of Flanders would do, whichever you have available.

This exert is from Osprey's book, describing the pants.
[...] A type of decorative shorts, worn at first in one piece with the hose, and later separately over kneelength breeches and stockings – were ‘slashed’ or ‘pinked’ to show contrasting colours beneath.

A picture showing Tercios and their clothing from same book:
kF3xFP5.png

Another exert from the book describing how these styles got replaced by French ones later:

From the last third of the 17th century, when Louis XIV’s France became dominant throughout Europe, French fashions began to be adopted. The short jacket was replaced with a long frock coat of French origin (properly the justaucorps, in Spain this too may have been termed a casaca), and the felt slouch hat became not merely practical but fashionable.

Slouch hat of course having narrower brim. Tricornes were born from broad-brim hats that were "cocked" to top part, usually used in trenches of Flanders by Spanish musketeers. So the French style that became popular after Louis XIV is different and of later 17th century as I said.

Here is another picture from vinkhuijzen collection, this one described as from 1576:
8bUUZvH.jpg

Here is another picture, 16th century, Prince of Asturias:
Don_Carlos_Spanien.jpg

"often also defined as 1300-1700 as well" -- This too.

I said it's not clearly defined and is often given different time periods, all the way up to end of 17th century. For example this dictionary describes it as such. The periodisation of it is challenged as well, there is no strict date as a result. What I am saying is anything between 14th century all the way up to 1700 can often be categorised as such and it's not wildly inaccurate to call "renaissance". I also said there is other parts that are more unfitting to "Renaissance" such as the naval technology and ships that look like they are from age of sail instead.

I said this style "originates from France, not Spain", also that it's from the 17th, not the 16th century. and I presented a source.

Yes and I don't think style you have shown is exactly the style in that drawings in factions update.

"In general the style of Vailians seems to be heavily influenced by Western European fashion, a mix of Spanish, Northern Italian, Low countries and French" -- 1. Why call it "a mix"? Can you point to country-specific influences? 2. In the update, the pic shows 17th century clothing, was what I said.

Check the pictures in this post and previous post and you can see the Spanish style of early 17th century is where the influence is most obvious from the puffy "Spanish breeches" on the guy as well as plumed broad-brim hat. The women seem to have French military style jackets of late 17th century and early 18th century and knee breeches which came around the same time in most of Western Europe. I said it's a mix because it isn't specifically one style, as they did not directly copy any particular style but drawn from a roughly "feeling" of that period as it seems.

I didn't say it isn't 17th century, as I said to me it looks most reminiscent of 30 years war era, which is 17th century. They probably used the term "Renaissance" because people are more familiar with the term instead of something like "Early modern period of Post-Americas-Discovery and Pre-Napoleonic-Wars". Especially when technology is simultaneously in from several periods. I.E arquebus (which in the game look like flintlock muskets, arquebus would be shorter and wider), greatswords and estocs but also military sabres that look like they are from Victorian era.

So, it's obvious instead of focusing on a specific period or region of Western European history, they have gotten influence from the greater extent of early modern period with a general approach to it, it's a fantasy game after all and not historical game.


Sources if you want to independently see them.

1. Osprey's men-at-arms; Spanish Tercios "1536-1704"
2. Vinkhuijzen collection of military uniforms
3. The Army of Flanders and the Spanish Road, 1567–1659
 
Last edited:

erickaqua

Educated
Joined
Nov 27, 2014
Messages
75
Why not? I think that in the update text "at peace" may mean that they are not in open and official war. Also, black (if we consider the Vailians "black") people colonizing can be interpreted as a repudiation of real-world positive race stereotypes, not simply as a progressive attempt to "get back at history".

Vailians seem like Black Italians to me, there are several races living in Vailia, but the dominant race is fantasy black people. Pallegina's Brotherhood reminds me of Papal Army, but I guess they're secular.

I guess Obsidian can do that, I mean, black people in war torn countries in Africa do enslave each other. But post-2016 America is a very divided society with both left and right are trying to out-crazy each other, disregarding reality. I can understand if Obsidian want to lay low and avoid bad publications of being associated with alt-right movement or something. I mean, I can see liberal crazies saying "Racist Obsidian is trying to shift the blame of colonialization away from white people by suggesting black people would do the same if given the chance" or something.

On these two points, Ming was initially very outwardly both in exploration and fleet size, their internal focus and isolationism only began later. Ming is also likely the influence for the "Chinese faction" in the game since Ming was the Chinese dynasty active for much of the early modern period.

Yes, the fleet size and exploration desire fits, but Ming doesn't really have the desire to conquer Southeast Asia. In his exploration, Zheng He only opens trade channels with South East Asian countries, India, Arabia, and African countries, and bring back weird animals like Giraffe back to the Emperor for tributes, appeasing masturbatory thoughts that China is best. Later, the wanderlust fizzled out and back to bloody political intrigue.

Ming Dynasty leaders had always been navel-gazing folks at best, at worst they are bloodthirsty murderous tyrants that makes Game of Thrones series look like kindergarten books. At the very least, they keep the whole murder and slaughter to themselves.

Daily Mail, of all publications, actually wrote a good summary of Ming's darkest side, featuring Emperor Hongwu and Yongle: http://www.dailymail.co.uk/news/art...tory-produced-sublime-art-British-Museum.html

Now that I think about it, PoE entry set in Ming-era Rauatai seems like a really great idea for an RPG.
 

FreeKaner

Prophet of the Dumpsterfire
Joined
Mar 28, 2015
Messages
6,910
Location
Devlet-i ʿAlīye-i ʿErdogānīye
Yes, the fleet size and exploration desire fits, but Ming doesn't really have the desire to conquer Southeast Asia. In his exploration, Zheng He only opens trade channels with South East Asian countries, India, Arabia, and African countries, and bring back weird animals like Giraffe back to the Emperor for tributes, appeasing masturbatory thoughts that China is best. Later, the wanderlust fizzled out and back to bloody political intrigue.

Ming Dynasty leaders had always been navel-gazing folks at best, at worst they are bloodthirsty murderous tyrants that makes Game of Thrones series look like kindergarten books. At the very least, they keep the whole murder and slaughter to themselves.

Daily Mail, of all publications, actually wrote a good summary of Ming's darkest side, featuring Emperor Hongwu and Yongle: http://www.dailymail.co.uk/news/art...tory-produced-sublime-art-British-Museum.html

Now that I think about it, PoE entry set in Ming-era Rauatai seems like a really great idea for an RPG.

Well rather than wanderlust it's expending the tributary system, it's navel-gazing in a way, to expect people from all the way in Arabia and East Africa to bow down to emperor and pay tribute, thus admitting subject status. You are correct however Rautai seem to be more in line with European colonisation than Ming trade and tributary based exploration.
 

Prime Junta

Guest
One thing I dig about the Pillars worldbuilding is that there aren't clear 1:1 analogues of real-world cultures, countries, or such. There are influences but they're combined in different ways, but they make a whole with a plausible history and conflicts that arise naturally.

So we get the Vailian Republics who dress like the Spaniards, are organised politically like the Renaissance Italians, explore like the Portuguese, and trade/colonise like the Dutch, the Rauatai who combine Polynesian culture with Ming Chinese politics with advanced artillery and a navy that would be the envy of Zheng He, Aedyr which has more than a whiff of the Byzantine Empire but combines that with the cool elven-human culture with its own twists and virtues from the Roman Republic, and so on and so forth. It's interesting, it makes sense, and it makes for an excellent arena in which to set adventures.
 

Sizzle

Arcane
Joined
Feb 17, 2012
Messages
2,471
One thing I dig about the Pillars worldbuilding is that there aren't clear 1:1 analogues of real-world cultures, countries, or such. There are influences but they're combined in different ways, but they make a whole with a plausible history and conflicts that arise naturally.

So we get the Vailian Republics who dress like the Spaniards, are organised politically like the Renaissance Italians, explore like the Portuguese, and trade/colonise like the Dutch, the Rauatai who combine Polynesian culture with Ming Chinese politics with advanced artillery and a navy that would be the envy of Zheng He, Aedyr which has more than a whiff of the Byzantine Empire but combines that with the cool elven-human culture with its own twists and virtues from the Roman Republic, and so on and so forth. It's interesting, it makes sense, and it makes for an excellent arena in which to set adventures.

The thing I would most like to see expanded in the PoE universe is other ancient civilizations. Not everything needs to revolve around the Engwithians, and I was disappointed to see that they'll once again have a big presence in PoE2.
 

Prime Junta

Guest
one'd yearn for some auld dwarven kingdom though, the only one in the world seems to have been fucked to death

Dwarven, elven, human, why not orlan? A world with only one ruined civilisation seems a bit strange. It does seem like they have something up their sleeve, as there were some very cool-looking ruins in the Deadfire teasers and concept art, and they look very different from Engwithan ones in architectural style. This one for example:

pillars-deadifre_desert-temple-100705917-large.jpg
 
Last edited by a moderator:

The Bishop

Cipher
Joined
Oct 18, 2012
Messages
359
One thing I dig about the Pillars worldbuilding is that there aren't clear 1:1 analogues of real-world cultures, countries, or such. There are influences but they're combined in different ways, but they make a whole with a plausible history and conflicts that arise naturally.

So we get the Vailian Republics who dress like the Spaniards, are organised politically like the Renaissance Italians, explore like the Portuguese, and trade/colonise like the Dutch, the Rauatai who combine Polynesian culture with Ming Chinese politics with advanced artillery and a navy that would be the envy of Zheng He, Aedyr which has more than a whiff of the Byzantine Empire but combines that with the cool elven-human culture with its own twists and virtues from the Roman Republic, and so on and so forth. It's interesting, it makes sense, and it makes for an excellent arena in which to set adventures.
Yeah, I always though high level worldbuilding was one of the strong points of PoE. Now if only Obsidian was able to match it with a decent story. It's difficult to showcase your setting if moment to moment story bits are mediocre to bad. Although I think White March was an improvement in that regard so there is hope.
 

santino27

Arcane
Patron
Joined
Oct 1, 2008
Messages
2,683
My team has the sexiest and deadliest waifus you can recruit.
Source: https://www.fig.co/campaigns/deadfire?update=316#updates

Update #30 - From Blockout to Completion: The Environments of Pillars II
Posted: 04/18/2017
Welcome back for another weekly update, backers and fans! We have an awesome environment art update for you this week, but let's start with our Slacker Backer totals:


Slacker Backer Funds
  • Fig Slacker Backers - $112,200
  • Backer Portal - $143,900
This brings our Slacker Backer total to $256,100 and our grand total to $4.66M. We have one more week to try and reach our $4.75M stretch goal. We believe in you! Spread the word and help us out one last time.

Remember to confirm your pledge on the Backer Portal if you haven't already. We need this information linked so we can send you your rewards! You can read through our instructions for confirming your pledge in Update #25.


The Environments of Pillars II
In the Pillars of Eternity series, we make sure our environments look beautiful. Our area designers and environment artists work hard to ensure every last detail is placed correctly, from rugs and thrones all the way down to tiny bowls of fruit. However, the environments aren't just something nice to look at; each area plays an important role in revealing the storyline and teaching you more about cultures of the people who live in these places.
original.gif
A lot of work goes into making a scene in Pillars of Eternity II: Deadfire, and we'll walk you through from start to completion. The scene we'll be showing is part of the Vailian Trading Company's headquarters. In case you missed it, you can read about the VTC in Update #29!


Blockout
The blockout and design document is the first step to making an environment in Pillars II. An area designer will create a design document and provide all of the following information about an area:

  • Summary and background of the area
  • How large each scene should be
  • Visual descriptions with concepts
  • Creatures and NPCs present in the area
  • Quests that occur
  • Dialogue requests
  • Encounters or Scripted Interactions
  • Blockouts for each area
  • Examinables and loot
  • Specific asset requests for Art, VFX or Audio
We'll focus on the art side of things for now. Below is the blockout for the VTC headquarters, created by an Area Designer in Unity:




After the blockouts are approved by leads, we have the concept art team sketch out the general feel and style of the scene if needed. We didn't need a concept for this scene, so it was passed directly to environment art to start work in a 3D software package. On this project we are using Maya by Autodesk.


Environment Art First Pass
Note: Click on an image below to view them at full size.

The following are daily renders by our talented Senior Environment Artist, Daniel Keating. Scenes are built in Maya with the blockout as a guide, and are made up of both pre-made and brand new assets. (The pre-made assets were created in Maya and ZBrush by our artists in previous areas and fit with the style and overall feel of other scenes, so they get reused)

Day 1: Focusing on flooring, walls, and some basic lighting:



Day 2: Getting rugs and large props into the area, making adjustments to lighting:



Day 3: Adding medium and small props, adjusting lighting even further:



Day 4: Adjusting props, lighting, addressing any lead feedback that comes up:



At this point in the development process, the first pass is complete. Basic lighting is laid out, all major props are implemented into the scene, and it is now ready for a basic navigation and collision pass. The Maya render itself is ready to be passed on for lead review.


Basic Nav & Collision Pass
Basic navigation is laid out for the level in Unity, giving a sense of where the walkable party area is:


Collision is set up on walls and other objects to prevent the party from passing through solid parts of the environment or props:


While the basic navigation and collision pass is being worked on, the Maya render is being reviewed by leads.


Leads Review

The first pass render of scenes is sent to our Art Director and Lead Designer for review. They look over the master beauty render and make notes for both VFX and the environment artist to address in the second art pass.



When notes are finished, the environment artist begins work on a second pass of the scene.


Environment Art Second Pass

All of the notes have been taken into consideration, and the artist finishes their second pass:



Once the final master beauty render is approved, we begin a 3D object pass, followed by VFX, audio, and paintovers if necessary.


3D Object Pass & VFX

Our artists add anchor points, water planes for VFX, and any 3D objects requested to the scene.

Anchor points are placed on objects to signify where lighting is needed for this scene:



Additionally, our artists create custom meshes that VFX converts into water planes:



Anchor points in Unity scene:



Area with collision, navigation, and anchor points set up:




In-Game
After second art passes are completed, the render, VFX and collision are updated in the build so we can have final playthroughs of the area. While this scene looks massive, it appears zoomed in when actually playing the game. Each scene is broken down into a number of 'screens' - When viewing the scene in-game, your view is referred to as one 'screen'. This VTC Headquarters scene is 3x3, meaning that 9 in-game screens will cover the area.

This view in the game represents one screen:

https%3A%2F%2Fd3pylr1apgoxnh.cloudfront.net%2Fcampaign_body_images%2Fimages%2Fdb3eeb2c8bfa1f8c0159b93815f902b9ed4ab73f%2Foriginal.png%3F1492548261


https%3A%2F%2Fd3pylr1apgoxnh.cloudfront.net%2Fcampaign_body_images%2Fimages%2Fc7db48cffc0ed06bf87e6a4e9f00651d6f2a248d%2Foriginal.png%3F1492548262


https%3A%2F%2Fd3pylr1apgoxnh.cloudfront.net%2Fcampaign_body_images%2Fimages%2F4e73796e70ab81a603c6a3db838cee2510852e21%2Foriginal.png%3F1492548261


Update #11 went into detail about new graphics and technology in Pillars II, so be sure to check that out if you missed it! In that update, you can learn more about the rendering process, improved shaders, and new technology you'll be able to experience while running around Eora.

Stay tuned for next week's update, when we announce our funding total. Thanks for reading!

Spoiler tagged the animated gif. Can do the same for the individual screens if it's needed.

I found this update pretty interesting... maybe they just picked a particularly good example, but the notes from the leads really made a nice difference in the overall scene.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom