Kickstarter: Project Eternity (New RPG from Obsidian)

Page 6 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

Hacp

Lifer
Jun 8, 2005
13,923
2
81
Over the 8 years or so I have been a Steam user I have used Offline Mode a variety of times both on my various laptops and desktops. Not once have I ever had an issue with any game. Ever. I do not have a list of games, because I never felt compelled to compile one - they have all always worked. I'm glad you can find some anecdotal evidence to the contrary, but I'm simply stating that in my experience it has been flawless. So, your assertion that offline mode "never works" is patently false. It seems that it works appropriately in a vast majority of cases which implies that it isn't an inherent/constant problem with Steam. Your hyperbole is unwarranted.

This is the last post I'll be making in this vein of Steam discussion in this thread.

In the many years I have been using steam, not once has offline mode worked when I really needed it; when I unexpectedly lose my internet connection. It is a constant problem that can be solved quite simply by valve. How? Have steam automatically renew the offline mode timer each time you log on to your account. Unfortunately, Valve refuses to do this.
 

austin316

Diamond Member
Dec 1, 2001
3,572
0
0
Having to log in online in order to play offline defeats the point of "offline mode".

Let me know when you guys can play your AAA games in offline mode. Just because a few older or DosBox games run in "offline" mode without Steamworks DRM doesn't mean every game does.

How often are you gaming where you don't have an internet connection? In those cases, just use offline mode.

Face it, you're saying steam is "so terrible" because it makes it harder to pirate games.

And as for Valve getting sold to EA and EA chooses to screw all the gamers and not give them access to their games, you've got to be kidding me. They're in the business to make money, not screw gamers. They realize that doing so will alienate ALL the gamers they just paid millions (billions?) to purchase.
 

austin316

Diamond Member
Dec 1, 2001
3,572
0
0
In the many years I have been using steam, not once has offline mode worked when I really needed it; when I unexpectedly lose my internet connection. It is a constant problem that can be solved quite simply by valve. How? Have steam automatically renew the offline mode timer each time you log on to your account. Unfortunately, Valve refuses to do this.

seems like an issue with your internet connection and not Valve.
 

exar333

Diamond Member
Feb 7, 2004
8,518
8
91
But it's not turn based. It's real time with pause.

This is mostly true. I would almost call the Infinity engine a hybrid. It is 'real time' but the combat actions and spells use the core belief of the D&D turn-based system to handle attack speed/spell-cast time/etc. Factor in the pause capability, and it can almost be a turn-based game. truth be told, I think it's the best implementation that makes turn-based really 'fun'. :)
 

exar333

Diamond Member
Feb 7, 2004
8,518
8
91
Now their ~865,000$

It hasnt been a intire day yet. I dont think they ll make 1.1million within 24hours,
but within 48? probably, too many people want to see them make the next Baldurs Gate.



Im thankfull that KickStarter, allows projects of games like this.

2013-14 is gonna be awesum with:

Wasteland 2 (post-apocalyptic predecessor to the Fallout Series)
Project Eternity (Party-turnbased RPG)
The Banner Saga (Turn-based strategy game)
ShodowRun: returns (2D turn-based RPG)
Xenonauts: (Turn-based strategie game, like X-com)

Double Fine Adventure (adventure)
Leisure Suit Larry: comes again (adventure)
Pinball Arcade: Star Trek the next generation (digitizing Pinball machines)
Planetary Annihilation: (RTS)
Carmageddon: Reincarnation (raceing game)

^ too much awesumness.
Screw all the big publishers and their lame copy & paste first person shooter games.


**edit:
now 875,000$ (up 10k , while I was writeing this post)

Long live turn-based RPGs :)

Agreed! With the kickstarter projects (and BG: EE arriving this November in iPad) I am pretty much booked for RPGs through early 2014. Screw AAA titles, these games are what I WANT to play, and tbh are likely much better/fun/more engaging.

BG:EE
Wasteland 2
Shadowrun returns
Project Eternity

So stoked! Plus I sort of want to re-play Skyrim after all the cool mods released throughout this year...

A really nice bonus to these games is that they can be easily run on pretty much all laptops, and in some cases even tablets. The market will be HUGE for these games, and maybe the big boys will listen to what people want to actually play.
 

Arkadrel

Diamond Member
Oct 19, 2010
3,681
2
0
@ExarKun333

Another thing, because more and more tablets are sellng, and First person shooters simply arnt "great" to play with a finger on a touch screen
(ei. without a mouse/keyboard), I suspect RPGs are gonna take off for tablets.

Theres only so many times you can play casual games like Angry birds, before you start wondering if your tablet cant do more.
The realtime+puase/play makes RPGs really well suited for them.

Tablet market place is well suited for RPGs.
Im hopeing for a bright future with lots of RPGs.
 

exar333

Diamond Member
Feb 7, 2004
8,518
8
91
@ExarKun333

Another thing, because more and more tablets are sellng, and First person shooters simply arnt "great" to play with a finger on a touch screen
(ei. without a mouse/keyboard), I suspect RPGs are gonna take off for tablets.

Theres only so many times you can play casual games like Angry birds, before you start wondering if your tablet cant do more.
The realtime+puase/play makes RPGs really well suited for them.

Tablet market place is well suited for RPGs.
Im hopeing for a bright future with lots of RPGs.

Couldn't have said it better myself. Flight delays don't sound too bad when I have a tablet with me that I can run BG: EE (or any other 'real' game) on. :cool:
 

Pheran

Diamond Member
Apr 26, 2001
5,740
35
91
I guess there's no co-op multiplayer? I would definitely pledge for that.
 

Kalmah

Diamond Member
Oct 2, 2003
3,692
1
76
I guess there's no co-op multiplayer? I would definitely pledge for that.

I'd prefer there be no multiplayer for a good rpg myself. Sitting around watching the main character make conversation selections is not really that fun.
 

georgec84

Senior member
May 9, 2011
234
0
71
How often are you gaming where you don't have an internet connection? In those cases, just use offline mode.

You've ignored the discussion about offline mode not working consistently.

Face it, you're saying steam is "so terrible" because it makes it harder to pirate games.

Umm, no. Pathetic attempt to use a straw man argument and deflect the conversation. Find where I even remotely suggested your fallacious claim in my couple of posts.

See what I mean by "fanboys"? Irrational, nonsensical responses to points that weren't even made. You might want to practice with an empty chair first...
 

Dumac

Diamond Member
Dec 31, 2005
9,391
1
0
Come on guys. Arguing about steam is completely off-topic to this thread.
 

irishScott

Lifer
Oct 10, 2006
21,562
3
0
More updates. Definitely an intriguing premise.

Update #5 - Souls, Technology, and Adventuring Companies

Developing setting and atmosphere are very important to us at Obsidian. We try to build worlds that are believable even when they are fantastic. To do that, we strive to create people, cultures, and conflicts that are both strongly defined and heavily interconnected. In observing community discussion about the game, we've noted two recurring requests for more detail: on the nature of souls and on the level of this world's technology. This update deals less with culture details and more specifically with those two topics since they are fundamental to the way the world works. There's also some information at the end about a new $5,000 backer tier we're excited to introduce. Thanks for reading!

N.B.: I know I said I'd talk about mechanics today. I forgot that I had already said I'd talk about technology earlier. Sorry! The next update I do will talk about non-combat skills the nature of classes in Project Eternity.
Souls

As we hinted at in our pitch videos, souls are A Big Deal in Project Eternity's world. The mortal world has not unlocked all of the secrets of how souls "work" and differing schools of metaphysical philosophy can be found in virtually every culture. What is known is that sapient souls move through an endless cycle of waking life and purgatorial slumber among the gods. Often this slumber lasts for years of "real" time, but occasionally it is brief, with a soul immediately moving on to a new life.

Far from being a flawless process, souls are subject to "fracturing" over generations, transforming in myriad ways, and not quite... working right. Some cultures and individuals place a high value on "strong" souls, souls with a "pure" lineage, "awakened" souls that remember past lives, "traveled" souls that have drifted through the divine realms, or those that co-exist with other souls in one body. However, the opposite is also true, resulting in negative discrimination and sometimes outright violence.

Through a variety of techniques (e.g. martial training, meditation, ritualistic evocation, mortification of the flesh), some individuals are able to draw upon the energy of their soul to accomplish extraordinary feats. These abilities range from the mundanely superhuman to the explosively magical. Having a strong soul seems to make this easier, but sometimes even people with fragmented souls are able to accomplish the extraordinary. The individual's body seems to act as a conduit and battery for this power, drawing in replenishment from seemingly omnipresent "fields" of unbound spiritual energy in the world around them.

Thinkers, spiritualists, and scientists of the world have theorized for thousands of years about the nature and purpose of this process, but others have turned to prayer for answer. Rather than illuminate the presumed higher purpose of this cycle, the gods have obfuscated the truth, at times spreading cosmological lies, pitting believers and empowered chosen agents against each other, and tacitly approving the prejudices of their followers to maintain power.

Whatever the fundamental nature of mortal souls is, the people of the world accept the reality of what they have observed: that all mortal bodies contain perceptible energy bound to the individual, and that once they die, their energy will move forward in the eternal cycle that they are all a part of -- that as far as they know, they have always been a part of.
Technology

The cultures of Project Eternity are in a variety of different technological states. Though some remote civilizations are still in the equivalent of Earth's Stone Age or Bronze Age, most large civilizations are in the equivalent of Earth's high or late Middle Ages. The most aggressive and powerful civilizations are in the early stages of what would be our early modern period, technologically, even if they are not culturally undergoing "Renaissance"-style changes.

For most large civilizations, this means that all of the core arms and armor of medieval warfare have reached a high level of development: full suits of articulated plate armor, a variety of military swords, war hammers, polearms, longbows, crossbows, and advanced siege weaponry. Architecturally, these cultures also employ technologies found in Earth's Gothic structures, allowing them to create towering vertical structures.

The most recent technologies seeing use in the world are ocean-going carrack-style ships and black powder firearms (notably absent: the printing press). Cultures with large navies and mercantile traffic are exploring the world, which has led to contact with previously-unknown lands and societies and settlement in new lands. Despite their intense drive, these explorers have been restricted from aggressive long-range exploration by monstrous sea creatures that pose a lethal, seemingly insurmountable threat to even the stoutest, most well-armed ships.

Black powder firearms are of the single-shot wheellock variety. Largely considered complex curiosities, these weapons are not employed extensively by military forces. Their long reload times are considered a liability in battles against foes that are too monstrous to drop with a single volley, foes that fly or move at high speed, and foes that have the power of invisibility. Despite this, some individuals do employ firearms for one specific purpose: close range penetration of the arcane veil, a standard magical defense employed by wizards. The arcane veil is powerful, but it does not react well to the high-velocity projectiles generated by arquebuses and handguns. As a result, more wizards who previously relied on the veil and similar abjurations have turned to traditional armor for additional defense.
New $5,000 Tier

Bam! We started with a $5,000 tier that allowed the backer to set up an inn and receive some additional items. Fortunately or unfortunately, that sold out almost immediately. We've come up with a new tier that is aimed toward (but not limited to!) the forum communities that have shown (and continue to show) us so much support. Some of the most fun we've had as players, DMs, and game designers has happened when we got to deal with a group of enemy adventurers -- mercenaries, thugs, whatever you want to call them -- squaring off against the party. This new tier allows you to build a fighting force of extraordinary magnitude to throw at the player. We've also switched around a few of the bonuses in this tier, giving out more digital downloads. We can't wait to see what you come up with.

That's all for this update! Tomorrow we'll have some words from Chris Jones about the technology we're using to build Project Eternity.
 

Red Storm

Lifer
Oct 2, 2005
14,233
234
106
One thing I kind of do hope for is the inability to rotate the camera. Rotating the camera means having to draw the art and factor in players being able to look at the game from any angle. I personally found Baldur's Gate's settings much more enjoyable to look at than say Dragon Age in isometric view because of the rotating.
 

Arkadrel

Diamond Member
Oct 19, 2010
3,681
2
0
I've been impressed with the updates. I hope we see more visuals during the campaign.

I think that a horrible idea.
I think you mean CGI cut scene with voice acting. I cant help of thinking about Diablo III,
where it seems they where almost trying to make a "movie" instead of makeing a game.
Result? game suc*ed arse and you got tired of replaying the same cut scenes in no time.

When you have a limited budget you dont want to spend most of it, makeing a "movie" type game with lots of cut scenes.

I much rather they focus on the game/gameplay,
and its stroy (even if you have to read it in text windows).



One thing I kind of do hope for is the inability to rotate the camera. Rotating the camera means having to draw the art and factor in players being able to look at the game from any angle. I personally found Baldur's Gate's settings much more enjoyable to look at than say Dragon Age in isometric view because of the rotating.
What your saying is that a isometric view from above, looking down at a angle and locked camra is better because = 2D artists can hand customise the art work, so your getting the exact experiance they want you too.

Meanwhile 2D artwork > 3D artwork in terms of time/effort/visual quality, and when your on a budget (time/money) again,
spending it makeing 3D models for everything is a waste.

If you sat down 2 teams of equal size of graphics guys, and told them they have a 4-5days to do the scenery for a certain part of the game.
However 1 team had to do free camra + fully 3D game vs others just had to do a locked isometric looking down at a angle + 2D.
Im 99% sure the 2D guys could push out a better visual experiance, on a limited time budget.

So yes it makes sense they stick to their roots. Baldurs Gate/Icewind dale/PS:T/Fallout 1&2 games ect
all had the 2D backgrounds and the top-looking down locked camra. It worked well for them.
 

georgec84

Senior member
May 9, 2011
234
0
71
Did it ever occur to you that visuals could mean concept drawings? Do you really think I meant fully realized CGI cutscenes with voice acting?

What a horribly obtuse, illogical inference to make from a simple statement. You mad about something?
 

irishScott

Lifer
Oct 10, 2006
21,562
3
0
New Update, they're using the Unity engine. Looks like Wasteland 2 started something here.

At Obsidian, we have always tried to choose the engine and toolset most suited to the game we are making. When making a sequel to an existing game, we use the engine from the original game so that we don’t waste time recreating the inner workings and gameplay behavior in a new engine before we can even start developing new content. When creating a new game from scratch, we evaluate the options available to us and choose the one we think fits best. In the case of Project Eternity, we feel the best fit is Unity.

Unity enables small teams to be very productive. Unity has an amazing development environment that makes it very easy for programmers, artists and designers to work together to build great games. In a very short time we have already made great progress prototyping some of the core functionality for Project Eternity.

We do intend to use some of our in-house tools in conjunction with Unity where it makes sense, such as in the case of creating conversations and editing some of the RPG-specific game data. Unity makes it very easy to extend not only the game engine but the development tools as well, and we feel integrating some of the tools that have already proven effective on previous Obsidian games will get us off to a great start on the development of Project Eternity.

Unity also supports a wide range of target platforms. We knew that a likely request from the community was going to be support for Mac and Linux versions of the game, and we wanted to make sure we were in the best position to do that. While we could have ported Onyx, our internal engine technology, to those platforms, the time and effort required to do so would reduce the budget we have to make the game and result in less of the awesome gameplay and content our fans desire. Mac and Linux will still require time and effort from us to test, maintain and support but Unity gets us most of the way there. In fact, our experience with Unity so far has made us confident enough that we have decided to remove Linux support from the stretch goals and just commit to providing a Linux version right here and now! Of course, we can’t take something away from our stretch goals without putting something else in its place, so what is that going to be?

The $2.2 million stretch goal will still include a new Region, a new Faction, a new Companion and all the hours of additional gameplay, quests, NPCs and items that go along with those things. But we’ve also got something new coming to this stretch goal, and it’s big enough that it’s deserving of its own update to talk about it! So tune in this coming Monday, September 24th where we will reveal our new stretch goals, unveil a fun new tracker for them, and announce our schedule of guest stars for the week!

Thank you for supporting Obsidian and Project Eternity!

Chris Jones
CTO, Obsidian
 

TheVrolok

Lifer
Dec 11, 2000
24,254
4,092
136
Saw the updates today.. promised Linux version! I'm already in for 100, but I may up my ante a bit now.
 

Arkadrel

Diamond Member
Oct 19, 2010
3,681
2
0
214656081_f9ahQ-L-2.jpg


http://penny-arcade.com/comic/1999/01/27

Stretch goals:

1.1 million, Base Goal - Achieved!
Base game includes three races, five classes, and five companions. We have ideas for these, but we want to hear your opinions on what you'd like to see. Stay tuned to Kickstarter, our website, and our forums to join in on the conversation.


1.4 million, New Playable Race, Class, and Companion! - Achieved!
Expands your options for character creation and adds a companion of the new class.


1.6 million, a Mac Version of Project Eternity and The Story Grows! - Achieved!
We've listened and we’ll make a Mac version of the game at this tier. We're also going to add a new major storyline along with new quests, locations, NPCs, and unique loot (special histories everyone?).


1.8 million, New Playable Race, Class, and Companion!
The options grow for your main character and the roster of your motley crew expands with the addition of a new companion from the selected class.


2.0 million, Player House!
Get your own house in the game that you can customize, store equipment in, and where your companions hang out, or, as the elves say, "chillax".

2.2 million, a new Region, a new Faction and another new Companion! And, dare we say it... ? LINUX!
Great news, everyone! For the Tarball Knights of Gzippia out there, we'll be adding Linux support!

I guess that means (so far):
5+ races, 7+ classes, 7+ companions.... and a mac version of the game.


Also the pledges that get to design items/badguys/taverns/custom protraits (made by players) is bound to spice up the game alot :)