Join Date: Jan 2004
Obsidian Entertainment's Kickstarter: Project Eternity
Some of you may have been following the teasing Obsidian's been doing the past week, but all of you need to look at this. Like, right now.
Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment.
Combat uses a tactical real-time with pause system - positioning your party and coordinating attacks and abilities is one of the keys to success. The world map is dotted with unique locations and wilderness ripe for exploration and questing. You’ll create your own character and collect companions along the way – taking him or her not just through this story, but, with your continued support, through future adventures. You will engage in dialogues that are deep, and offer many choices to determine the fate of you and your party. …and you'll experience a story that explores mature themes and presents you with complex, difficult choices to shape how your story plays out.
We need to raise $1.1 million to fund an experienced team to do this right. We are asking for more than a lot of the other Kickstarter projects and that’s because we are not only making a game, we are creating a whole new world. That means a new RPG system, entirely new art, new characters and animation and whole lot of lore and dialogue. We’ve also designed the game to have a flexible budget and scope, so if we reach our target budget goal, we have a list great stuff we can add into the mix through stretch goals. And, additional money we raise will go straight into the game to add new levels, companions, NPCs, features, and even entirely new parts of the world which will add hours and hours to the adventure.
It'll be coming out in April 2014 (expected), and is set for what is a *very* ambitious 1.1 million, which may seem like peanuts in the video games industry, but is enormous in Kickstarter. The nearest project that *achieved* $1.1 million was a music project by Amanda Palmer that made $1.19 million - at 1,192% funding.
If things go well, this has every chance of being the biggest, most ambitious and most ground-breaking Kickstarter project yet. You can chip in $20 to get the game itself on Steam when it comes out.
It's been up for about a half hour and it's already 8% funded (with the highest funding reward filled).
Here's an interview about the project with Feargus Urquhart.
Originally Posted by GameBanshee
*While we plan to improve some things based upon what we think fans of the older games expect now-a-days (like the interface), Project Eternity is going to play and feel like an Infinity Engine game.
*On top of Josh Sawyer, Tim Cain, Chris Avellone, and Adam Brennecke, we have a few other people working on technology and an entirely new rendering method that should surprise everyone when we are able to show it off.
*Chris Avellone said it best when he talked about how we want tackle Mature subject matter. We are already getting to make South Park which gets all of the “dick and fart jokes” out of our system. In Project Eternity, we want to tell a story that treats players like adults. Does that mean sensationalistic topics – potentially. It means more that if a story is going in a direction our designers don’t need to shy away from how it concludes.
*Our goal is to use voice over as flavor and not as something that exists for every written word in the game. We don’t want to cut down on the depth of dialogs or the number of choices that players have because we are counting voice over dollars. That means, like practically every Obsidian project to date, we are going to push the boundaries of reactivity in our dialogs. And, the more we get funded the more we can do that.
*We are still rolling up the system, but our goals are very much along the lines of creating a robust and multi-faceted RPG system. That means having a huge focus on support abilities and not just combat ones.
*We will be talking about the magic system more in the coming week and months, but we are tying magic and overall potential of all characters to the power of a character’s soul. Player characters and companions are among the people in the world with great potential, those with "unbroken" or "strong" souls. As for the spell types, we’ll definitely see spells that give that us that D&D feeling. But, we want to use the connection between power and the soul as an added factor into every part of the character development system – including magic.
*The core to a great RPG is having all matter of quests and that’s what we are going to do in Project Eternity. If every quest was a Fed-Ex quest then that isn’t fun, but having some quests like that round out the types of quests we can offer and I know I appreciate the occasional easy quest. That’s really the other aspect of a well-crafted RPG. There are the intense times where the quests are deep, every choice matters, and the fallout from choosing one way or another spider webs across the game. While others are lighter, fun, but less earth-shattering. Both types are needed to keep the ebb and flow of the game fun. Ultimately though, we are going to walk the line between quality and quantity – tons of single step delivery quests makes an RPG feel shallow, while only a few super complex quests leaves the world feeling empty.
* We don’t just want the world to feel unique but everything in it as well. That means creating unique items that fit into the world and have their own descriptions, histories, and potentially, their own personalities.
*When we looked at whether to go the Icewind Dale route or the Torment / Baldur’s Gate route, we felt the latter tied much better into the focus we are going to put into the story and character development. We want the central character to be one that players will hopefully not just play through Project Eternity with, but into sequels as well. Like Torment and Baldur’s Gate, players will find companions to join their party – crafted by the incredible talents of Chris Avellone and Josh Sawyer. When it comes to how they will improve – that is something we are still considering and would love to hear what fans out there think.
*First and foremost it is going to made on and for the PC (Windows). Our hope is to add Mac and Linux versions as we get farther along with the technology and based upon the success of the Kickstarter campaign.
Last edited by Sabretooth; 09-14-2012 at 02:59 PM.