I don’t think that the early game is quite as dangerous as it is in BG1. Was the progression system for Pillars of Eternity intended to replicate that feeling of early danger and well deserved late game strength? The one thing that Baldur’s Gate 1 did better than any other games before or since was to give you a feeling of being a freebooter just trying to make your way in a strange, dangerous world. I won’t reveal much about it since it’s early in development, but we’ve already have a small team working on areas and environments while the rest of the team focus on shipping the game. We are looking at doing an expansion that’s about the same size (area wise) of Tales of the Sword Coast. What is will the expansion business model look like? It’s how we initially presented the idea of the game to the public, so we’ve been careful to try to capture as much of the good stuff as we can from those games. The Baldur’s Gate and Icewind Dale games as well as Planescape: Torment all served as inspirational models for how we built Pillars of Eternity. Much has been made of the fact that PoE is a chance for Obsidian to truly get out there and flex their creative muscle, to stretch their wings and fly… how do you think that has affected the finished product? Related: Mario Kart 7 vs Sonic & All-Stars Racing Transformed With six playable races– including the genre staples Dwarf, Human, and Elf– as well as eleven different classes, Pillars Of Eternity aims to retain the characteristics of tabletop games while making use of the processing power of modern PCs. Obsidian appealed to the fans and bypassed publishers completely. The developers thought that would not be appealing to big publishers, but that is becoming less and less important in modern game development. Obsidian decided to fund the game via the Kickstarter route as opposed to seeking funding from a publisher so that they could be free from outside influence, allowing them to create a game that stayed true to the old-school style of RPG. Obsidian’s campaign was a massive success- it received over $1 million (their original funding goal) in the first 24 hours of being live. At the time, this was the largest amount of money funded for a video game. The game was funded by Kickstarter, raising just under $4 million. With POE, Obsidian hopes to “recapture the magic, imagination, depth, and nostalgia of classic RPGs.” An isometric-view RPG with tactical team-based combat, POE looks set to reinvigorate the archetypal RPG genre, and places heavy focus on the traditional Dungeons and Dragons style of role-playing game. The game takes cues from the classic PC RPGs such as Icewind Dale, Baldur’s Gate, and Planescape: Torment. Pillars Of Eternity is a CRPG currently in development by Obsidian Entertainment,the studio that’s responsible for Fallout:New Vegas, KOTOR, and Neverwinter Nights.
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