Project Eternity Interview

Website Project Serenity has an interview with Obsidian CEO Feargus Urquhart about the ongoing Project Eternity Kickstarter campaign, which, as of this posting, has raised $1,886,077. The interview tackles a variety of subjects going from Obsidian’s plans for tutorials and game difficulty, to cut scenes, the game’s reactivity and more. You can find the first part here and the second here, and of course, we also have our customary snippet:

Nick K: (When it comes to the stretch goals, I imagine if you hit over 2 million you’ll push them even further. Do you think it may impact the release date?)

Feargus Urquhart: (As we have more funding, it will probably take more time to make the game. But it’s not a ratio. It’s not like, if we get twice the money, it’ll take twice the time; because we will put more people on the project. But the time will be a bit squishier. We want to be careful that we are very serious about the money that we get and spend it wisely. We don’t want to go the other way and have twice the team if we have twice the money either.)

Nick K: (And that team-based tactics would help you succeed on the whole. So while you might be able to get through it otherwise, the tactics would help.)

Feargus Urquhart: (Yes, it does. Absolutely. I so enjoyed the Infinity Engine games because when I came upon a big battle, I knew it would be a challenge. I wasn’t just going to roll through it. I had to really think about it. I may get killed a few times. It’s kind of a puzzle. I need to approach it a certain way. So I can take care of the casters a certain way, and I put blockers in front of my casters while they cast certain kind of buffs. Things like that. So I figure out the right way to win, orchestrating it myself, and I find that really rewarding.)

Nick K: (So speaking of difficulties, are you planning on different game modes?)

Feargus Urquhart: (That’s a good question. We generally do put different levels of difficulty in our game. I think a great example is what Josh Sawyer did in New Vegas. You can still have easy, normal and hard, but what he put into New Vegas was this thing called Hard Core mode which changed the rules. You could play normal but still put it on Hard Core mode which required you to eat and drink. So it made the game harder, but not in the normal way a difficulty level usually does. It doesn’t decrease damage or increase armor, or something that is numbers based, he came up with this mode that actually challenged you. Even back with the Infinity Engine games, it was the same sort of thing. Neverwinter Nights as well. How the rules changed as you went up in difficulty level, it wasn’t straight damage multiplication, or stuff like that, there was other aspects to it. So we’re probably going to tackle it the same way.)

Thanks to sesobebo for bringing it to our attention.

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