Сообщество по игре "Pillars of Eternity"
Chris Avellone created the initial versions of Durance and the Grieving Mother, but then they were cut and passed on to you and Carrie Patel, under circumstances which remain unclear. Since they're such distinctive characters, the widespread assumption among fans is that most of their writing is still his (you seem to agree), although he's reluctant to take credit for them. Can you tell us your side of this story? What was changed about these two companions and why?
I don't know about "my side of the story." I can tell you the extent of my work on Durance. читать дальше
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It's becoming increasingly obvious that Pillars of Eternity is going to get a sequel. The most recent press release for The White March Part 2 has all but spelled it out. Now, we don't expect you to confirm that or offer any specifics, but...what sort of things would you be looking forward to doing in a hypothetical Pillars of Eternity 2?
Hypothetically, I have a few things I would want to play with. I don't want to tip my hand, so pardon the vagueness. One would be having fewer, but far deeper and more interconnected companions - interconnected both with respect to one another and with respect to the overall plot. "FEWER?! FUCK THAT," you say. But everything is zero-sum in this business, and every companion we add takes a ton of time to write and implement. So yes, fewer. But better. More memorable. More like a real group of people. Less likely to be collecting dust in your stronghold.
The other big thing is I would want to do a plot that is more dynamic and player-driven. Pillars is no more linear than Baldur's Gate or Planescape: Torment, but the structure was still A to B to C to D to E. Next time, if there is a next time, I would want the player to have some agency in picking where the plot goes next, and I would want the world to respond to it in big, meaningful ways during the game. Big talk, I know. But I do have an idea for this that pushes dynamism and puts my degree to use (for once) that I would be excited to experiment with.
Весь текст (английский)
I don't know about "my side of the story." I can tell you the extent of my work on Durance. читать дальше
<...>
It's becoming increasingly obvious that Pillars of Eternity is going to get a sequel. The most recent press release for The White March Part 2 has all but spelled it out. Now, we don't expect you to confirm that or offer any specifics, but...what sort of things would you be looking forward to doing in a hypothetical Pillars of Eternity 2?
Hypothetically, I have a few things I would want to play with. I don't want to tip my hand, so pardon the vagueness. One would be having fewer, but far deeper and more interconnected companions - interconnected both with respect to one another and with respect to the overall plot. "FEWER?! FUCK THAT," you say. But everything is zero-sum in this business, and every companion we add takes a ton of time to write and implement. So yes, fewer. But better. More memorable. More like a real group of people. Less likely to be collecting dust in your stronghold.
The other big thing is I would want to do a plot that is more dynamic and player-driven. Pillars is no more linear than Baldur's Gate or Planescape: Torment, but the structure was still A to B to C to D to E. Next time, if there is a next time, I would want the player to have some agency in picking where the plot goes next, and I would want the world to respond to it in big, meaningful ways during the game. Big talk, I know. But I do have an idea for this that pushes dynamism and puts my degree to use (for once) that I would be excited to experiment with.
Весь текст (английский)