• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Pillars of Eternity to be released March 26th!

Fun panel. The bit about tracking a character's attitude in dialogue choices and modifying the character's reputation ("hothead," "sweetheart," etc.) accordingly sounds like Alpha Protocol.
 
The game looked fantastic in that segment.

I've been purposefully not checking out every detail of this game to keep it as fresh as possible come release day, but I did watch this video. Looked great. I especially liked the interaction between character stats and the storyboard as they infiltrated the Keep via the sewers.
 
I heard that Avellone's two party characters got redone and cut down. Is this true?
As some may recall, in a recent interview Chris Avellone told PCGamesN that he wrote two companions for Obsidian's upcoming fantasy RPG Pillars of Eternity, but that his original design went too far and had to be scaled down from how he originally imagined these characters:

Sitting down to write two characters for Eternity, Avellone felt as if the chains were off.

“I’m not writing for a publisher right now,” he thought. “So I can write about subjects we’re normally not allowed to. What’s interesting about the world of Eternity that I think these two companions could have something to say about?”

In the end, Avellone went too far even for his colleagues at Obsidian - those characters won’t appear in the game as he originally intended.​

We were in email correspondence with Chris regarding Codex backer rewards at around the same time the interview was posted, so we decided to ask him about his original companion design and how it changed - to which MCA gave an answer that may be of interest to those who follow Pillars of Eternity's progress:

Chris Avellone: "To be clear, and to give credit where credit is due on content contributions (I don’t want to steal anyone’s thunder), I wrote the first iterations of two companions (Durance and the Grieving Mother, who have been scaled down to about ¼ of what they were originally, and the Grieving Mother’s mental dungeon was excised as well, which was essentially a stealth adventure game inside her memories).

The final versions that are in the game are the province of other narrative designers, and I would be uncomfortable taking credit for the final implementation of the two characters. "​


The Grieving Mother's mental dungeon sounds intriguing, and also Wasteland-ey (remember Finster's brain?), but given Josh Sawyer's recent comment on another forum about "listing as a b-priority" anything that isn't "core gameplay" (requires registration to see, but quoted in full by our dear Roguey here), no wonder it was cut. Could be it didn't fit the game's tone either.

To follow up on that, we asked Chris if the Grieving Monther's dungeon's design was Wasteland-inspired, but turns out that no, it was not:

Chris Avellone: Interesting thought! Not at all, actually. I was thinking about how a dialogue could be explored like a dungeon and reversing a Cipher’s powers so it’s actually the player who has telepathy - the scripted interactions in Eternity seemed like a perfect fit.​

Sounds like it was firmly rooted in the game's lore, after all.

Aside from that, in response to the question about whether he would describe his involvement with Pillars as "minimal", MCA also elaborated on what his current role on the game is in general:

Chris Avellone: "I’ve been doing narrative fixes for the game now that it’s nearing the end of production along with reviewing other written support materials (the manual, for example, since I’ve written quite a few in the past). Feargus requested my assistance for two reasons – one, the narrative team did not have the time and two, because of my familiarity with the title. It has taken time – still, because this work involves bug-fixing and improving the core content of the game (as opposed to an Arcanum LP, which would not improve Eternity’s quality), it’s worthwhile, and it’s rare that we have an opportunity like this. Also, it has allowed us to look for things to add to the standards document for future projects (including further Eternity projects). I have still a good chunk more to do. I wouldn’t describe my role as minimal, but it’s been different than other RPGs at the studio. It usually is, from project to project.

I also did multiple critiques of the lore and the storyline(s) (including suggesting one framework for the story, along with other designers), but the storyline does not have many of my suggestions or contributions, it is largely the Creative Lead’s voice and direction guiding it, as it should be.

I had no involvement with the systems of the game beyond pushing that we create classes unique/native to the physics of the world (the Cipher), since a number of the classes that had been created up to that point were largely archetypes that could be found in other fantasy games. I felt strongly that if we could make a tie between the systems and lore, the game would be stronger for it.

That’s it. Still plenty to do. More to come when I have a breather. :)"​

In conclusion - for those still waiting with bated breath for the continuation of his exciting adventures in Arcanum - MCA noted that the above "isn’t meant to imply the Arcanum LP won’t be finished, it will just likely be postponed until I’ve done all I can with improving Eternity’s core content." Phew, and here I was getting worried already.
 
Dont know how I feel about that. A big reason people were donating was to get MCA writing characters.
 
I just finished watching the entire segment. The game is looking great. I'm curious how extensive the reputation and disposition system will be, specifically how varied and reaching their effects will actually be.

It's a little disappointing about Avellone's characters, but at least he's getting lead on a new IP Kickstarter project, whenever that gets debuted.

How does everyone plan on choosing their PC class? Or have you already chosen?
 
I just finished watching the entire segment. The game is looking great. I'm curious how extensive the reputation and disposition system will be, specifically how varied and reaching their effects will actually be.

It's a little disappointing about Avellone's characters, but at least he's getting lead on a new IP Kickstarter project, whenever that gets debuted.

How does everyone plan on choosing their PC class? Or have you already chosen?

I'd imagine most either have a character in mind, will roll for it, or will pick one of the three classes not covered by companions.

I was going to go for a Piratey rogue but no pistol and sword combo took a bit of the wind out of my sails
 
Chris Avellone: "To be clear, and to give credit where credit is due on content contributions (I don’t want to steal anyone’s thunder), I wrote the first iterations of two companions (Durance and the Grieving Mother, who have been scaled down to about ¼ of what they were originally, and the Grieving Mother’s mental dungeon was excised as well, which was essentially a stealth adventure game inside her memories).
Yikes.

Kickstart an all-MCA-all-the-time project and take all of my money.

But really, I would have rather have him as project lead on Torment 2. Seeing as Eternity is a spiritual sequel to Baldur's Gate, Avellone's writing is obviously not going to be the focal point here.

edit:
It's a little disappointing about Avellone's characters, but at least he's getting lead on a new IP Kickstarter project, whenever that gets debuted.

HOORAY
 
I hope not.

We have more than enough turn based games, and not nearly enough RTwP games.
I'd like for them to have Pillars of Eternity as their RTwP and one series as TB. I've always wanted to see their take on a TB game. They seem to be interested in doing a TB game, but it's all up to the main man if they do or not.
 
I just finished watching the entire segment. The game is looking great. I'm curious how extensive the reputation and disposition system will be, specifically how varied and reaching their effects will actually be.

It's a little disappointing about Avellone's characters, but at least he's getting lead on a new IP Kickstarter project, whenever that gets debuted.

How does everyone plan on choosing their PC class? Or have you already chosen?

I'm rolling a monk on my first run because that's my preferred class in any rpg that has it as an option. It also helps that I like their wound system.
 
I'd like for them to have Pillars of Eternity as their RTwP and one series as TB. I've always wanted to see their take on a TB game. They seem to be interested in doing a TB game, but it's all up to the main man if they do or not.

South Park: The Stick of Truth now in stores!
 
That is disappointing. The mental dungeon sounds really cool.

I just finished watching the entire segment. The game is looking great. I'm curious how extensive the reputation and disposition system will be, specifically how varied and reaching their effects will actually be.

It's a little disappointing about Avellone's characters, but at least he's getting lead on a new IP Kickstarter project, whenever that gets debuted.

How does everyone plan on choosing their PC class? Or have you already chosen?

Tentatively, an artsy Cipher who uses a rapier. I haven't played the final beta build to see how the combat has changed so I might change it.
 
Dont know how I feel about that. A big reason people were donating was to get MCA writing characters.

Yeah I'm surprised, what little a role he has sounds mostly like editorial and quality control stuff, but even that sounds minimal. Though it was clear from the start this was Josh's creation through and through, pretty much everything has come from him. Doesn't really affect or alter my hype.
 
It's surprising and disappointing to hear of how little apparent involvement Chris Avellone will ultimately have on the final product's narrative design, especially its characters. The interview really makes it sound like he was some sort of outside creative consultant - something akin to his Torment 2 role, largely offering "critiques" on existing material - rather than a true core contributor.

I knew Sawyer was lead but expected Avellone to have much more of a significant role. Perhaps he was spread too thin by all the Kickstarter stretch goal stuff (he's also tasked with writing novellas).

Shame we also won't really see what the two characters Avellone did write were like; his characters are consistently the best parts of the games he's involved in so hopefully the reasoning behind neutering them is good. It is fairly strange given how experienced Avellone is in RPG design, and particularly in designing characters; he wrote not one but two characters so unworkable they had to be cut down by 75%?
 
It's surprising and disappointing to hear of how little apparent involvement Chris Avellone will ultimately have on the final product's narrative design, especially its characters. The interview really makes it sound like he was some sort of outside creative consultant - something akin to his Torment 2 role, largely offering "critiques" on existing material - rather than a true core contributor.

I knew Sawyer was lead but expected Avellone to have much more of a significant role. Perhaps he was spread too thin by all the Kickstarter stretch goal stuff (he's also tasked with writing novellas).

Shame we also won't really see what the two characters Avellone did write were like; his characters are consistently the best parts of the games he's involved in so hopefully the reasoning behind neutering them is good. It is fairly strange given how experienced Avellone is in RPG design, and particularly in designing characters; he wrote not one but two characters so unworkable they had to be cut down by 75%?

I think he's lead on another unannounced Obsidian project.
 
Shame we also won't really see what the two characters Avellone did write were like; his characters are consistently the best parts of the games he's involved in so hopefully the reasoning behind neutering them is good. It is fairly strange given how experienced Avellone is in RPG design, and particularly in designing characters; he wrote not one but two characters so unworkable they had to be cut down by 75%?

I interpreted that statement as he wrote them either outside the tone of the overall game or in a bracket inappropriate for the rating they're targeting. His statement about feeling uninhibited by a publisher reinforce that in my mind.

I haven't followed the development of PoE closely to savor the game more fully, but a name like Grieving Mother and a dungeon that took place inside her mind could be pretty dark.
 
Kickstartered it but unfortunately it's releasing the same day as Bloodborne which automatically sends it to the backlog queue
 
Avellone writes a companion for a Sawyer game which turns out to be too ambitious and expensive and has to be cut down? Where have I heard this before? Oh right, New Vegas! Lol.

Maybe Avellone can write the expansion and reintroduce some of the cut ideas there. Then it'll really be like New Vegas. :P
 
I interpreted that statement as he wrote them either outside the tone of the overall game or in a bracket inappropriate for the rating they're targeting. His statement about feeling uninhibited by a publisher reinforce that in my mind.

I haven't followed the development of PoE closely to savor the game more fully, but a name like Grieving Mother and a dungeon that took place inside her mind could be pretty dark.

Good. Thats what makes interesting, especially if it was uncomfortable.
 
I'm so excited for this! The first game I've kickstarted and I spent quite a bit of money on it.

Just looking at the screenshots fills me with joy. It's so beautiful. I hope it delivers! (I'm sure it will.)
 
Avellone writes a companion for a Sawyer game which turns out to be too ambitious and expensive and has to be cut down? Where have I heard this before? Oh right, New Vegas! Lol.

Maybe Avellone can write the expansion and reintroduce some of the cut ideas there. Then it'll really be like New Vegas. :P

Doubt it if he really is finally back as creative director on their next project.
 
Avellone writes a companion for a Sawyer game which turns out to be too ambitious and expensive and has to be cut down? Where have I heard this before? Oh right, New Vegas! Lol.

Maybe Avellone can write the expansion and reintroduce some of the cut ideas there. Then it'll really be like New Vegas. :P

I never much cared for Ulysses. Maybe had he been a companion that might of been different, but I doubt it. Too grim and serious without any real personality.

I wish someone at the Q&A had asked about the expansion. I think they've been asked about it before but it was very early in the development so details were thin at best, but now just being two months away from release it would have been nice to possibly get a clearer picture as to what they plan for the expansion. At the very least where it stands in relation to the main game.

Josh did comment that AI combat scripts were something they'd look to implement in the expansion. So there's that.
 
A mental stealth dungeon that plays on the class's concept is a neat idea, but it's hard to evaluate the fit (of this or any other revision) in terms of lore and mechanics without having played the game. Good writers sometimes miss the mark, and with Sawyer leading the project, it's only natural that he would call for substantial revisions to integrate collaborators' ideas into his overall vision. We just have to hope Sawyer et al. made the right call.

I'm leaning Chanter or Druid for my first character.
 
What has Chris Avellone being doing for the past several years then since 2010 (when New Vegas came out)

He directed and wrote 3 of the 4 New Vegas DLCs. He wrote and designed one of the areas in Wasteland 2. He does creative supervision on a lot of Obsidian stuff, including stuff which doesn't get made. He's working on Pillars of Eternity and Torment 2 now, and I think he did some event design for the FTL re-release.
 
Top Bottom