Video game publishers have not treated Obsidian Entertainment very well over the years.
The studio behind games like Fallout: New Vegas and Alpha Protocol has missed out on bonuses because of Metacritic scores, lost out on sequels because of Metacritic scores, and been forced to lay off staff because of sudden project cancellations (that would have probably been ruined because of Metacritic scores).
https://lastchance.cc/why-are-game-developer-bonuses-based-on-review-scores-5893595%3C/a%3E%3C/p%3E
This afternoon, Obsidian is launching a Kickstarter for what theyâre calling Project: Eternity. Itâs an original fantasy role-playing game created by many of the companyâs top minds: Chris Avellone, creator of Planescape: Torment; Tim Cain, one of the brains behind the original Fallout; Josh Sawyer, a lead designer on Icewind Dale; and a number of other programmers, artists, and designers who have worked on all of those games.
Their goal: to make an RPG that blends the combat and exploration of Baldurâs Gate, the dungeon spelunking of Icewind Dale, and the powerful narrative of Planescape: Torment
In other words, this could be an RPG fanâs dream game.
Avellone: â[Iâm] tired of designing content and interactions that caters to consoles and console controllers.â
âProject: Eternity is our opportunity to FINALLY develop our own fantasy RPG world and franchise,â Obsidianâs Avellone told me in an e-mail this week. âFINALLY. Did I say FINALLY enough? One more time: FINALLY.
âItâs not like weâve had any lack of ideas, only a lack of opportunity or anyone who wanted to finance it. Then Kickstarter came along and a door openedâthis was FINALLY our chance to sidestep the publisher model and get financing directly from the people who want to play an Obsidian RPG. Iâd much rather have the players be my boss and hear their thoughts for what would be fun than people who might be more distant from the process and the genre and frankly, any long-term attachment to the title.â
Theyâre targeting a spring 2014 release. The game will cost you $25 (or $20 if youâre an early supporter). And itâll be PC only, because Avellone is âtired of designing content and interactions that caters to consoles and console controllers.â
âThose limitations affect RPG mechanics and content more than players may realize (especially for players whoâve never played a PC RPG and realize whatâs been lost over the years), and often doesnât add to the RPG experience,â he told me.
Avellone also echoed something Iâve written quite a bit about: the value of having conversations with gamers. Kickstarter can free a company like Obsidian from the message-driven shackles of publishers and allow designers like Avellone to be as open as possible.
https://lastchance.cc/gamings-biggest-problem-is-that-nobody-wants-to-talk-5928663%3C/a%3E%3C/p%3E
So whatâs the game actually going to look like? The final product is still at least a year and a half away, but Avellone shared some thoughts on how Project: Eternity is shaping up:
Combat will be old-school. âItâll feel like Baldurâs Gate 2. After discussions here, we decided to pursue a similar combat style to the [games on the Infinity Engine, like Baldurâs Gate and Icewind Dale]âreal time with pause. Itâll offer the same breadth and depth of combat choices as youâd expect from combats in Baldurâs Gate, and our combat system has been one of the first systems weâve delved into for the Kickstarter.â
The world is totally original. âItâs fantasy with its own voice. Josh Sawyer has been leading the charge with the world and race creationâat first glance, players will recognize archetypes and seemingly-familiar landscapes, but often, we just use that as a means to draw you in and let you begin to see the subtleties and differences. Our first goal with the world creation was to make a world thatâs fun to explore first, and then construct the lore, factions, and conflicts around that.â
This is a game with soul. âSo there are a few thingsâwe want the player to be able to build their own character, and we want the player to be able to evolve and grow. And this growth wouldnât be limited to the first game, but would continue into subsequent titles as well. The story and world is built around the concept of magic and power tied to a characterâs soul, and the playerâs soul and the souls of his companions are⌠special.â
You wonât get to create your own party. Thatâs not a bad thing. âMuch like Baldurâs Gate and Planescape Torment, the player creates one character and gathers a party while exploring the world. Weâll be giving the companions as much love and attention as weâve done in our titles in the past, from Torment all the way up to [Neverwinter Nights 2:] Mask of the Betrayer and Fallout: New Vegas. We donât want them to outshine the player, but support him and act as a sounding board for his decisions and choices in the game. Our desire is the player character and the companions (if they survive) will go beyond simply one title into future installments.â
It will look like the old classic isometric games. âWhile Project: Eternity heralds back to the Infinity Engine games our fans have played, weâll be using a different engine and it will be isometric. We feel isometric lends itself to more tactical party-based play.â
If the Kickstarter fails, theyâll just try again. â[Weâll] refine the idea, figure out what didnât work, then try again. The nice thing about KS is that you know in 30 days (often, less) if your idea doesnât resonate with the public, rather than 2-3 years down the line or trying to pump so many marketing dollars at people they become brainwashed into liking an idea that never resonated with them in the first place. (Thatâs my final rant.)â
If the Kickstarter succeeds, this will be a franchise. âIt means we FINALLY have a world of our own that we can build upon, not just for this title but for future releases down the line. Weâve wanted to do our own RPG world for a long, long time, and itâs been hard to pursue outside of existing franchises. Project: Eternity is our chance to take all the RPG knowledge, mechanics, lore, and characterization weâve learned over the years and turn it into the game our fans have been hungering for.â