Project Eternity Interview

There’s a two-page interview with Obsidian’s Chris Avellone on Gameranx awaiting you this evening, and with veteran Ian Miles Cheong at the helm, we have a solid range of questions and answers to sift through. As such, there’s some liberal quoting to follow:

How are you guys coping with the $4M+ budget and the heightened media attention?

The budget means more hiring than we expected at first – no surprise considering it’s roughly 4x the funding goal and the stretch goal content additions. The good news is we already have a capable crew to draw from, not to mention volunteers who popped out of the woodwork. It doesn’t affect time frame of the project, and considering we have the logistic info from the Black Isle Infinity Engine games (resources, time frame per asset, etc. this is important because of one of the questions & answers below), and the fact that a lot of us have done this type of game before, that helps nail down a lot of the X factors involved with the project.

The press aspects are minimal compared to the fan and player-based feedback, and while corresponding with the backers takes time, it’s time well spent for a lot of reasons dealing with the fans and processing their feedback ends up being more energizing and it saves a lot of time discussing and setting/clarifying expectations and features people genuinely care about vs. crap they don’t, so we don’t need to waste any resources doing it. I prefer the fan interaction, personally, as it beats working in silence for months and rolling the dice at the end to see if the game resonates with the public.

Aside from writing the stories in the games you’ve worked and are working on, how else do you contribute to the games? Do you have any input on the game’s design?

It depends on the title at the most senior level of a project (if I’m in the role of Project Director), I have full input on all design aspects of a title with the exception of owner input and publisher input and often, in these instances, I’m weighing in on all aspects of the design and often doing core writing and core design (Fallout New Vegas DLCs).

When it comes to other projects, I often am in the role of an advisor, imparting suggestions for pipelines and cautionary tales based on the many, many mistakes I’ve made in the past. While giving advice and support is welcome, I prefer a specific role on at least one project in the studio since that allows me to get my hands dirty and contribute more directly (and it keeps me on the front lines so I don’t get rusty or unhappy).

For the Fallout New Vegas DLCs, for example and a few of the pitch projects, I’ve been Project Director and Narrative Lead, for New Vegas, I was a senior narrative designer for the most part, for Knights of the Old Republic II, I was Lead Designer and Narrative Lead, while on Alpha Protocol I was largely a narrative lead with some lead designer responsibilities (system design fell to the Project Director, Chris Parker, on Alpha Protocol in that instance, and he guided the Systems Lead with input and vision).

So to make a long answer even longer, the amount of input I have on design varies, and the goal is to allow people at their level to be empowered to have their vision imparted in the project so, for example, if I’m not a Project Lead on the title, I defer to the Project Lead and the owners’ design direction and advise or give perspectives, critiques, etc. when asked. It’s taken me a while to figure out the best role to assume at the studio to be helpful, and it tends to change on a yearly basis and also change based on the project.

Other specific contributions I have are design producer duties (I’m obsessed with pipelines and hierarchies and making sure nothing gets lost, based on previous mistakes), writing and scripting characters and quests, and doing level design (such as for Wasteland 2). Wasteland 2 has been a breath of fresh air, since I haven’t had much opportunity to do level design since Knights of the Old Republic II and I love drawing maps and laying out area quests.

Given your vast experience with designing and developing RPGs, are there any lessons or experiences you’d take from those previous games to avoid in Project Eternity?

Awareness of scope. If you don’t know the scope, find out the specs for each part of the design and development toolbox (build a small level, a medium level, a large level, write a 15 node dialogue, a 50 node, a 150 node or more companion, build a weapon from start to finish, build a critter using the full range of animations, etc.). Then use a stopwatch to time each task until you know how long each one takes, and use that as a gauge of how much work you have in store then seriously consider cutting it down to 50% or 75% of that amount to account for X factors during production.

Second, always ask (why the player should give a shit?) with every design decision, lore choice, and faction design. When fleshing out the world, keep in mind the player’s role as an agent of change, not your personal presentation. While you do want to put yourself and topics you’re passionate about in a title, that doesn’t mean crap if the player can’t interact with it in a way that empowers them.

Examine pacing and expectations. As an example, Torment was an extremely dialogue heavy game, and I do believe (I can hear pitchforks and torches being gathered) it could have benefited from more dungeon exploration, more combats, in addition to the dialogue depth it had. I tried to correct that when doing Targos in IWD2… I started off with a lot of fights and exploration rewards that immediately highlighted the threat the city was facing, then moved into dialogues (punctuated by a few fights), then a blast-off at the end.

Share this article:
Subscribe
Notify of
guest

0 Comments
Inline Feedbacks
View all comments