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Interview Tim Cain Talks Project Eternity at Eurogamer

nihil

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Project: Eternity
Yeah, well. If you're not convinced let's give them a shitload of money instead. ;)
 

J_C

One Bit Studio
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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Is it really a time saver if you have to build an RPG system by yourself instead of using an existing one?
It is. Using an existing system means that they have to bend the rules, to suit their needs. Just like how they did with PST. And some IP holders don't like that, so the devs have to coordinate with them constantly. And of course it costs money to licence it.
 

kris

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Hopefully guns will be restricted to.. muskets, or something.
that female archer concept pic has a strong native american vibe, imo, so anything from arquebuses to revolvers would go well with that.

and like I said about cities. Two cities named "New something" implies that they are made by colonisers or migrating people. Might be set in a continent were a more technically advanced civilization has started colonising.
 

TwinkieGorilla

does a good job.
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My main concern about Project Eternity is that fans expect too much. While $1.55 million - or $2 million, or $3 million - may seem like a big wad of cash, it's nowhere near the budget a team like Obsidian usually works with.

So it will be even crappier that the usual Obsidian offering.

Followed immediately by:

"Those budget numbers are just right for what we are trying to make," Cain answered.

Try to smile every once in awhile, FTR. It won't hurt.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
Hopefully guns will be restricted to.. muskets, or something.
that female archer concept pic has a strong native american vibe, imo, so anything from arquebuses to revolvers would go well with that.

and like I said about cities. Two cities named "New something" implies that they are made by colonisers of migrating people. Might be set in a continent were a more technically advanced civilization has started colonising.
hopefully it's that and not just the fantasy standard of the old ones being destroyed by orcs/undead/cataclysmic calamity due to ancient and powerful magicks or some other bollocks like that.
 

kris

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Would be funny if it was the elves colonising and sporting muskets in that case.

All speculating of course.
 

Lexx

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I would support such an idea. Tree hugger elves are getting kind of old by now.
 

Infinitron

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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
Why do some people automatically think of colonization when they hear "muskets"? It's not like early firearms weren't used in Europe as well.



Oh wait. :patriot:
 

Semper

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MCA Project: Eternity
i think they took their clues from the city names at the coastline. new heomar and new yamar - ya know, like new york and shit like that. i guess them could be right.
btw i love how the majority of all the shitheads at the brosidian forum raged about standard fantasy races demanding more creativity and as soon as they heard guns they want their generic medieval uberswords :M
 

tuluse

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As much as it pains me I must admit that the combat system in DA:O was mostly fine. It was the encounter (and enemy) design where they dropped the ball (oh, the derp roads). I agree that among many challenges encounter design is the one which will be the most difficult for Obsidian to tackle.
3 mages with cone of cold = win against everything.

Also sword and shield builds were useless.

Also, way too many cues taken from MMOs which were never fun or interesting and solely designed to make game play take longer.

I found BG1/2 combat way better with AD&D being smashed into real time.
 

Gakkone

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So... Cain thinks they can make an rpg in some 18 months? Doesn't he know that's impossible!
 

Mrowak

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Project: Eternity
As much as it pains me I must admit that the combat system in DA:O was mostly fine. It was the encounter (and enemy) design where they dropped the ball (oh, the derp roads). I agree that among many challenges encounter design is the one which will be the most difficult for Obsidian to tackle.
3 mages with cone of cold = win against everything.

Also sword and shield builds were useless.

Also, way too many cues taken from MMOs which were never fun or interesting and solely designed to make game play take longer.

I found BG1/2 combat way better with AD&D being smashed into real time.

Aaah, but that's not fault of the combat system but broken game-balance. They put wrong stats and encouraged hp-bloat. In other words, the structure built around RTwP system is wrong, not the RTwP system itself.
 

kaizoku

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So... Cain thinks they can make an rpg in some 18 months? Doesn't he know that's impossible!

What I found more surprising was this:

My main concern about Project Eternity is that fans expect too much. While $1.55 million - or $2 million, or $3 million - may seem like a big wad of cash, it's nowhere near the budget a team like Obsidian usually works with. Granted, Obsidian's going for a retro isometric, text-driven RPG with Project Eternity, but will that be enough to satisfy the hype? Should fans temper their expectations?

"Those budget numbers are just right for what we are trying to make," Cain answered.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
Why do some people automatically think of colonization when they hear "muskets"? It's not like early firearms weren't used in Europe as well.
considering nobody did just because of muskets being mentioned, maybe it's time to update your reading comprehension software?
 

Vault Dweller

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So... Cain thinks they can make an rpg in some 18 months? Doesn't he know that's impossible!
They have the engine and some elements like party formations are already in. If the game is based on Black Hound and/or Torn, they have a lot of well polished design done as well. If they have the Steam engine, they are miles ahead of Fargo.
 

Infinitron

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Why do some people automatically think of colonization when they hear "muskets"? It's not like early firearms weren't used in Europe as well.
considering nobody did just because of muskets being mentioned, maybe it's time to update your reading comprehension software?

I wasn't referring to anybody ITT, it was just a general statement.

Tim Cain will handle system mechanics and programming for Project Eternity.
Yes!

Source?
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
As much as it pains me I must admit that the combat system in DA:O was mostly fine. It was the encounter (and enemy) design where they dropped the ball (oh, the derp roads). I agree that among many challenges encounter design is the one which will be the most difficult for Obsidian to tackle.
3 mages with cone of cold = win against everything.

Also sword and shield builds were useless.

Also, way too many cues taken from MMOs which were never fun or interesting and solely designed to make game play take longer.

I found BG1/2 combat way better with AD&D being smashed into real time.

Aaah, but that's not fault of the combat system but broken game-balance. They put wrong stats and encouraged hp-bloat. In other words, the structure built around RTwP system is wrong, not the RTwP system itself.
Well maybe. It still had one huge flaw that the IE games had, but they actually fixed in KOTOR and then added back in. The inability to make a chain of orders than the characters will follow. Related to that, the inability to set way points is annoying.

If Eternity basically just copies IE games, has a good interface, and lets you set a chain of orders (including move orders). I'll be more than happy.
 

oldmanpaco

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Messages
13,610
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Related to that, the in ability to set way points is annoying.

You could use waypoints in the IE games. I think it was as simple as holding the shift key down clicking on a destination.
 

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