![]() Josh Sawyer, Design Director at Obsidian Game Director on Pillars of Eternity II So, my first question is, who made bets? Who's going to be eating something? Who's going to be cutting hair? It's May 18, 2018, when we're recording this, and Pillars of Eternity II: Deadfire has been live for six hours or so. Craddock, and I am here in bright and sunny Irvine, California, at Obsidian Entertainment, with a bunch of folks. I am your host, Longreads Editor David L. Shacknews Long Table? I guess that's what we're calling it. On the afternoon that Pillars of Eternity II: Deadfire went live to the delight of CRPG fans around the world, I hosted a long-table discussion-because in the games industry, with its abundance of conference rooms and rectangular tables, round tables are in short supply-with seven developers and producers from Obsidian Entertainment.įor an hour and a half, we talked the ingredients that define a roleplaying game made by the studio regardless of sub-genre or theme, the status of Infinity Engine-style RPGs such as Pillars of Eternity, settings the developers would love to tackle in future projects, and perhaps most importantly, who made bets to shave heads or eat obscene amounts of fattening foods on the condition that Deadfire holds at or above a certain aggregate score on Metacritic. Like journals sprinkled throughout RPGs, Pause Screens go into more detail on the people, companies, and cultures that contributed to the success of the Pillars of Eternity franchise and the Infinity Engine line of roleplaying games.
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