Chris Avellone Discusses Project Eternity
6:00 AM | Cord Kruse | Comment on this story
Gamasutra has posted a new interview with Obsidian Entertainment's Chris Avellone. The interview covers a variety of topics including the company's upcoming Project Eternity RPG, the power of crowd funding, and Avellone's game design philosophy.
Drawing on classics of the genre such as Baldur's Gate, Icewind Dale, and Planescape: Torment, Project Eternity will feature character creation, a party of adventurers, tactical "real time with pause" combat, dungeon exploration, and a storyline the developers promise will be compelling.
So, what is it about Infinity Engine games that you love so much; the reason you've wanted to go back to them?Check out the full interview at the link below.
Gamasutra: Project Eternity Interview
CA: Well the first thing is -- in the Icewind Dale games, the artists were able to paint the most amazing dungeons. There wasn't a lot of worry about memory management, or how it would perform on consoles, or getting all the polygons not to slow down the game. When they were actually able to paint dungeons, they were able to make some amazingly creative spaces to explore, that I don't usually see a lot in today's games.
We had one dungeon in Icewind Dale 1 which was basically this big frozen museum, and as you were walking along you'd actually see creatures frozen in the floor and the walls, and we actually had this other dungeon which was this giant hand reaching up to the sky, and you'd actually travel up through the hand, and into each individual finger and explore that.
Secondly, we all loved playing and designing those games, we all loved Baldur's Gate and Baldur's Gate 2. Icewind Dale was a bit different because we were always under a tight schedule, and we could never really do the same level of companion and other interactions that Baldur's Gate did, and it was kind of a different style of game. But if we could take all those elements and make our dream Infinity Engine game, what would those things be? So we compiled a list of that stuff, and then we were like, "Let's just go do this and see if people would want to see that made". And they really do.
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