Project Eternity Interview

Most of our long-time readers should be familiar by now with the fact that Obsidian’s creative director Chris Avellone has no problems whatsoever with being interviewed, and the latest, Project Eternity-chat with him comes to us via Obsolete Gamer. Here’s a snip:

Do you plan on implementing cut-scenes, especially for major plot points in the game? I have found that when going back in playing old games cut-scenes are the parts of the games that have aged the worst. Have you considered implementing rather than a video, as you are playing the game and talking to NPCs you see your character’s and the NPCs face react based on the emotions being brought out by the conversation? An example of this is the classic adventure game Sanitarium.

Not at this time. Cut scenes you can’t interact with or paralyze the player’s movement always leave me a bit sour, especially if they hamper actions I would otherwise take for example, being forced to stand and watch when an adversary appears you’d normally shoot on sight, or if a companion or family member is killed in front of your character and you can do nothing about it. I don’t feel cut scenes are the best means of storytelling and there’s much better ways to communicate plot points without cut scenes.

Do you plan to implement other worlds, like how it was done in Planescape: Torment?

Our goal with location design is to make amazing locales for the player to explore, much like in Icewind Dale 1 and Icewind Dale 2 (Dorn’s Deep with the frozen museum, Dragon’s Eye, the still-enchanted elven fortress of the Severed Hand that was literally a giant citadel shaped like a hand rising from the earth, etc.). Having dungeons like these allow for plenty of diversity among locations even though they all take place in one section of the Eternity world. the Endless Paths of Od Nua (which we’ve described earlier as our mega dungeon) is one such locale, and we plan to do many more locations equally unique and interesting for players to explore.

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