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Project Eternity. The Obsidian kickstarter.

post #1 of 18
Thread Starter 

The much rumored Obsidian Kickstarter campaign has started. Already past 880k in a little over 16 hours.

 

Project Eternity.

 

Tim Cain (Fallout 1&2, Arcanum), Josh Sawyer (Icewind Dale 1&2, Fallout: New Vegas) and Chris Avellone (Planescaper: Torment, Neverwinter Nights 2: Mask Of The Betrayer, Fallout: New Vegas) will lead.

 

What is known: Isometric, party based, tactical RPG in the style of the Infinity Engine. Hardcore, real time pausable combat with a lot of non combat skills and a lot of dialog. PC only for now, released on Steam in April '14. Fantasy, in an original world, with an original RPG system. M rated.

 

Interview with Obsidian (and Black Isle)  CEO and co-founder Feargus Urquhart.

post #2 of 18

The fact that this has doubled the final take of the Charlie Kaufman one in a day gives further weight to my theory that game geeks may be cooler than film geeks at this point.

post #3 of 18
Thread Starter 

As much as I love Kaufman, the pedigree of this project is unparalleled in the context of its medium.

post #4 of 18
Didn't think twice, automatically funded this shit. Also tossed some money over to the Scott Pilgrim devs and Planetary Annihilation team. Only thing annoying about kickstarter, and it's more of a first world problems complaint, is the constant useless spam that finds its way into my inbox. I guess on one hand its cool the devs are being very transparent about their progress, on the other just work on yer game and let me know when I can download it.
post #5 of 18
Thread Starter 

Just 90k short of its original 1.1 mil final goal in the first 24 hours. Yup.

post #6 of 18

Saw this thread, then saw the names involved. Immediately clicked the link and threw my money at it. Easiest $20 I ever spent.

post #7 of 18

Yep, threw $20 at it as well.  

post #8 of 18
Thread Starter 

Hehe. So sometime yesterday Sawyer tweeted that he was gonna sing a song when they reached their goal. They have so...

 

 

Every part of this story makes me smile.

post #9 of 18

Thee go my 20 bucks...didnt need to think it twice after reading the talent involved.

post #10 of 18

I would have chipped in but quite honestly, I couldn't give the proverbial two tugs on a dead dog's cock about yet more medieval fantasy-style stuff, even if it is Obsidian writing it. That whole setting is just so overplayed and dull to me now, I can't face another RPG in that kind of world, all that 'verily, let me smite thou with yon Sword of Desire +5' and crappy peasant villages bobbins.

 

But best of luck to them all the same. Hopefully if it all works out they'll take another stab at making another spy game or something else more contemporary, in which case I got their back.

post #11 of 18

What Red said. It's a team that deserves to succeed and I hope they do but at the same time this feels like pretty much the safest and most boring route they could have taken.

post #12 of 18

This thread has taken on a funky "never played Planescape" odor all of a sudden...

post #13 of 18
Quote:
Originally Posted by Farsight View Post

This thread has taken on a funky "never played Planescape" odor all of a sudden...

 

I might be excited if anything in that video suggested that sort of unique approach to the genre. What we got was a LOTR-style cloth map, a bunch of medieval fantasy looking character designs, magic, and the senior programmer saying he's excited to work on his first "pure fantasy" RPG. Admittedly not much to form an opinion on, but that's a double edged sword. I'm perfectly willing to pick up the game when it's released if it does evolve in an interesting direction, but not particularly inclined to invest site unseen without an interesting hook.

post #14 of 18

I thought the way the one guy talked about magic was pretty unique: something rooted in the soul and expressive of who the wielder is. Come to think of it, that's pretty reminiscent of some of Planescape's aspects. That segment perked my ears a bit, anyway. They have my dollars.

post #15 of 18
Thread Starter 
Quote:
Originally Posted by Farsight View Post

This thread has taken on a funky "never played Planescape" odor all of a sudden...

 

Yup. Go see what that was about and then come back.

 

And if that is too old for you go play Mask Of The Betrayer.

post #16 of 18
Thread Starter 

First batch of details by J.E. Sawyer

 

 

Quote:

Project Eternity is still early in development and we are still working on many of the cultures, factions, and ethnic groups of the world and debating many of the system concepts. However, there are certain fundamental things we want to let you know about the game and the setting for Project Eternity.

Your Party
The maximum party size is the player's main character (PC) and up to five companions for a total of six characters. This does not preclude the addition of temporary characters in special circumstances. Companions are never forced on the player. Players can explore the entire world and its story on their own if they so choose. We feel companions are excellent sounding boards for the player's (and other companions') actions, but the story is ultimately about the player's personal conflict among the larger social and political complexities of the world.

Formations
A key element of the classic party-based tactical combat that we are developing is the use of party formations. As in the good ol' games, you can arrange your party in a large number of set formations. You can also construct your own formations if you want to get fancy. When moving companions, you have the ability to rotate formations for more precise positioning.

Character Creation
At a minimum, players will be able to specify their main character's name, sex, class, race (including subrace), culture, traits, ability scores, portrait, and the fundamental starting options of his or her class (gear, skills, and talents). We have not worked out customization details of character avatars, but we believe those are important and will be updating on these specifics in the future.

Companions
In Project Eternity, companions exist for both narrative and mechanical purposes. Companions are designed to have a driving interest in the player's central conflict. Their personalities and motivations open plot branches and generate conflicts for players to resolve over the course of the story. They are highly reactive to the player's actions and to the world around them. Additionally, companions exist to give players strategic management options in party composition that expand the party's capabilities in exploration, combat, and quest resolution. It is no coincidence that there are at least as many companions as there are classes. As stated above, companions are not required to play through Project Eternity's story, but we feel that they can add greatly to the experience.

The Set-Up
The player witnesses an extraordinary and horrific supernatural event that thrusts them into a unique and difficult circumstance. Burdened with the consequences of this event, the player has to investigate what has happened in order to free themselves from the restless forces that follow and haunt them wherever they go.

The Nature of You
Your character is not required to be of any particular race, cultural background, sex, class, moral outlook, personality, organization, etc. The premise is that you are a victim of circumstance. How you choose to deal with your situation is up to you. You can bear it with stoicism and restraint or fly off in a rage at anyone who gets in your way. The world will react to your choices, but the game is designed to give you the freedom to play your character the way you want to.

Races
We are still developing the races of Project Eternity, but we are creating a range that encompasses the recognizable (e.g. humans, elves, dwarves), the out-of-the-ordinary (e.g. the so-called "godlike"), and the truly odd (?!). Races and subraces differ from each other culturally, but the races also have different physiological factors that can contribute to friction and confusion between them.

Within even the recognizable races (including humans), we are creating a variety of ethnic subtypes and nationalities. This world's races did not all spring forth from the same place, and millennia of independent development have resulted in distinctive and unconnected groups. For example, the dwarf ranger below is originally from a southern boreal region that is quite different from the temperate homes of her distant kin to the north.

Additionally, Project Eternity's world contains some isolated races and ethnicities, but transoceanic exploration and cultural cohabitation have heavily mixed many racial and ethnic groups over time. This mixing is not always... peaceful. At times it has degenerated into genocide and long-standing prejudices are ingrained in many cultures.

 

 

Bolded the most intersting parts.

post #17 of 18
Thread Starter 

More details by J.E. Sawyer:

 

 

 

Quote:
Souls
 
As we hinted at in our pitch videos, souls are A Big Deal in Project Eternity's world. The mortal world has not unlocked all of the secrets of how souls "work" and differing schools of metaphysical philosophy can be found in virtually every culture. What is known is that sapient souls move through an endless cycle of waking life and purgatorial slumber among the gods. Often this slumber lasts for years of "real" time, but occasionally it is brief, with a soul immediately moving on to a new life.
 
Far from being a flawless process, souls are subject to "fracturing" over generations, transforming in myriad ways, and not quite... working right. Some cultures and individuals place a high value on "strong" souls, souls with a "pure" lineage, "awakened" souls that remember past lives, "traveled" souls that have drifted through the divine realms, or those that co-exist with other souls in one body. However, the opposite is also true, resulting in negative discrimination and sometimes outright violence.
 
Through a variety of techniques (e.g. martial training, meditation, ritualistic evocation, mortification of the flesh), some individuals are able to draw upon the energy of their soul to accomplish extraordinary feats. These abilities range from the mundanely superhuman to the explosively magical. Having a strong soul seems to make this easier, but sometimes even people with fragmented souls are able to accomplish the extraordinary. The individual's body seems to act as a conduit and battery for this power, drawing in replenishment from seemingly omnipresent "fields" of unbound spiritual energy in the world around them.
 
Thinkers, spiritualists, and scientists of the world have theorized for thousands of years about the nature and purpose of this process, but others have turned to prayer for answer. Rather than illuminate the presumed higher purpose of this cycle, the gods have obfuscated the truth, at times spreading cosmological lies, pitting believers and empowered chosen agents against each other, and tacitly approving the prejudices of their followers to maintain power.
 
Whatever the fundamental nature of mortal souls is, the people of the world accept the reality of what they have observed: that all mortal bodies contain perceptible energy bound to the individual, and that once they die, their energy will move forward in the eternal cycle that they are all a part of -- that as far as they know, they have always been a part of. 
 
Technology
 
The cultures of Project Eternity are in a variety of different technological states. Though some remote civilizations are still in the equivalent of Earth's Stone Age or Bronze Age, most large civilizations are in the equivalent of Earth's high or late Middle Ages. The most aggressive and powerful civilizations are in the early stages of what would be our early modern period, technologically, even if they are not culturally undergoing "Renaissance"-style changes. 
For most large civilizations, this means that all of the core arms and armor of medieval warfare have reached a high level of development: full suits of articulated plate armor, a variety of military swords, war hammers, polearms, longbows, crossbows, and advanced siege weaponry. Architecturally, these cultures also employ technologies found in Earth's Gothic structures, allowing them to create towering vertical structures.
 
The most recent technologies seeing use in the world are ocean-going carrack-style ships and black powder firearms (notably absent: the printing press). Cultures with large navies and mercantile traffic are exploring the world, which has led to contact with previously-unknown lands and societies and settlement in new lands. Despite their intense drive, these explorers have been restricted from aggressive long-range exploration by monstrous sea creatures that pose a lethal, seemingly insurmountable threat to even the stoutest, most well-armed ships.
 
Black powder firearms are of the single-shot wheellock variety. Largely considered complex curiosities, these weapons are not employed extensively by military forces. Their long reload times are considered a liability in battles against foes that are too monstrous to drop with a single volley, foes that fly or move at high speed, and foes that have the power of invisibility. Despite this, some individuals do employ firearms for one specific purpose: close range penetration of the arcane veil, a standard magical defense employed by wizards. The arcane veil is powerful, but it does not react well to the high-velocity projectiles generated by arquebuses and handguns. As a result, more wizards who previously relied on the veil and similar abjurations have turned to traditional armor for additional defense.

 

So far this reads like a dream.

post #18 of 18

I don't read tie-in novels, but I'd read the shit out of something set in that world.

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