Update #12 - Reddit Q&A with Tim Cain
This update is going to be a little different. Instead of doing an update on a topic that we chose, we asked readers on reddit to submit questions and vote them up or down, and on Friday we took the five highest scoring questions to answer here.
You can visit the Project Eternity reddit group here:
http://www.reddit.com/r/projecteternity/
and the Q&A subgroup is here:
http://www.reddit.com/r/projecteternity/comments/10j4eu/heres_a_chance_to_have_your_questions_answered_by/
Let us know if you like these Q&A updates, and we can look into doing more of them.
Tim.
AtheistBots asks...
Class vs. Classless systems You're most famous for classless systems involved in Fallout and Arcanum. It sounds as if Obsidian will be using a class based system. What do you see as being the advantages of a class based system that you're hoping to leverage in Project Eternity?
Answer: We are designing a class-based system because we want the different characters in your party to fill different roles, and classes are the best way to achieve this goal. In a skill-based game, it's harder to tell if a companion gives you the skills you are looking for, especially before you recruit them. In a class-based game, you know what each class can do, so you can decide that you want a particular class even before a potential companion offers to join you. And when you have a lot of companions and can choose which ones you want to take on a particular adventure, classes make it easier to form the group and be assured that you have your skillsets covered.
Bonus question: Are you considering multiclassing?
Answer: Bonus questions are cheating…but yes, we are considering adding multi-classing to the game. A better way to put this answer is that we are not ruling them out at this time. If they work well with our final system, we will offer them.
Kaaaboom asks…
I was a bit discouraged when I heard that the combat was going to be RTwP (real time with pause), myself being a big fan of TB (turn based) and the possibility of tactical combat that it lends to a game. My question is then: how are you going to make the combat in P:E tactically interesting despite it being RTwP?
Answer: Hmm, this is a bit of a loaded question, as it implies that real-time games aren't tactically interesting while all turn-based games are. Believe me, I have played plenty of dull turn-based games with very few options on what to do on each turn, and there are lots of real-time games that are incredibly tactically rich. Look at all of the real-time strategy games out there!
So to answer your question, we are going to make sure that the distinct abilities that our classes will have will each provide different roles to those characters in combat, and that you will always have choices to make in combat about how to best position yourself and use your attacks. In addition, we are going to design the enemy encounters to be ever-increasing challenges, so that one way of fighting won't carry you through every encounter. You will be forced to mix it up a bit, tactically speaking, and use all of your combat skills to make it through to the end of the game.
Let me add that as an Infinity Engine inspired game, our pillars of design include isometric exploration of a fantasy world, a reactive storyline with interesting and believable characters, and real-time with pause combat. Those elements are expected in our game, and we feel strongly about providing them.
Elthosian asks…
How much reactivity can we expect from the world based in our character's race and sub-race?
Answer: We will provide a lot of reactivity in our game to your choice of race. We are planning on giving each race a set of traits that the player can pick from, and those traits affect everything from dialogs choices to skill bonuses to what kind of options you will have to finish some quests. There probably won't be quests that are just for one race, but one thing we are not going to do for certain is make race-restricted items. While many items have a cultural connection to some races, they will still be useable by members of other races. It might be unusual to see humans in elven chain, but they can wear it.
NeuroArcanist asks…
What aspect of cRPGs missing from modern games do you most want to recapture with Project Eternity?
Answer: I can answer that in one word: parties. I like playing cRPG's that allow the player to control big parties of characters, and by control, I mean you can pick the actions of each party member if you want. We will have lots of pause conditions in our combat, and if you want to have the game pause whenever a party member can perform a new action, you can do that. Most modern games only let you control one character, or if they give you a party, you only control one member of that group. In this game, I want to control all of them.
Zinicel asks…
Will there be modding capabilities for this game? I know it's a tall order for this style of game, but I've wanted a definitive answer to this question. Knowing Unity, I know it's somewhat unlikely to offer this. But it'd still be nice to know for sure.
Answer: That is a very good question, but unfortunately, I don't have an answer for you. We are still looking at Unity and how it bundles up content in the shipped game, and we will have to see how much of that we can make available to the player. I can say that we want you to be able to mod the game, and if it's possible, we will allow you to do it. It's not our primary focus, which is to give you an amazing single player experience with our game, but we know a lot of people will want to tinker with the game and make their own content, so we will let you know how this objective is faring when we are further along in development.
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Funding period
Sep 14, 2012 -
Oct 16, 2012
- First created · 46 backed
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- Website: eternity.obsidian.net
Pledge $5 or more
317 backers
Thank you for your pledge! Everyone at Obsidian loves you! Every backer for this level or more will receive a KICKSTARTER BACKER BADGE on the PROJECT ETERNITY forums. We want to invite you to our forums where you get a place to speculate about the game, offer suggestions, and interact with the development team.
Estimated delivery: Oct 2012Pledge $20 or more
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For early backers only! DIGITAL DOWNLOADABLE COPY OF PROJECT ETERNITY. This limited price point is only available for the first backers of PROJECT ETERNITY. All Kickstarter backers will receive a special Kickstarter only in-game achievement and item. (The item will not affect the game's balance). Includes Cooking with Tim – An RPG-themed e-Cookbook, and Making of Project Eternity Documentary (streaming).
Estimated delivery: Apr 2014Pledge $25 or more
20921 backers
DIGITAL DOWNLOADABLE COPY OF PROJECT ETERNITY. This price is only available for those who help fund before the game is released! All Kickstarter backers will receive a special Kickstarter only in-game achievement and item. (The item will not affect the game's balance). Includes Cooking with Tim – An RPG-themed e-Cookbook, and Making of Project Eternity Documentary (streaming).
Estimated delivery: Apr 2014Pledge $35 or more
8394 backers
Previous reward tier + DIGITAL DOWNLOADABLE SOUNDTRACK + DIGITAL COLLECTOR'S BOOK IN PDF FORMAT. The digital book will include concept art, player's handbook, monster manual, exclusive information about the campaign setting and characters, and the Making of Project Eternity Documentary (download option).
Estimated delivery: Apr 2014Pledge $50 or more
5727 backers
DIGITAL ONLY TIER - All previous digital rewards + NEW NOVELLA BY CHRIS AVELLONE (PDF) + DIGITAL CAMPAIGN ALMANAC + EXCLUSIVE IN-GAME PET + DIGITAL HIGH RESOLUTION GAME MAP + DIGITAL HIGH RESOLUTION CONCEPT ART PIECES + WALLPAPERS FOR MULTIPLE MONITORS + RINGTONES . You will get a new, original novella written by Chris Avellone and multiple high resolution downloads of concept art and wallpaper (single through triple monitor resolutions). We've also added in a super high resolution PDF of the game map. Our great audio guys are also going to pick out some of the best sound effects and music for you to have a little of Project Eternity on your phone.
Estimated delivery: Apr 2014Pledge $65 or more
3818 backers
Previous reward tier + BOX VERSION OF PROJECT ETERNITY. The boxed copy will include a DVD version of the game and a printed manual. This is in addition to the digital version of the game (so 2 copies total!). Please add $15 for international shipping.
Estimated delivery: Apr 2014Pledge $80 or more
769 backers
DIGITAL ONLY TIER - All previous digital rewards + DIGITAL STRATEGY GUIDE PDF + ANOTHER DIGITAL DOWNLOAD OF THE GAME. We are going to be working in conjunction with a great strategy guide company and at this reward level you will get a PDF of the guide. You will also get a second key to enjoy Project Eternity on another computer, platform, or as a gift to a friend.
Estimated delivery: Apr 2014Pledge $100 or more
1041 backers
Previous reward tier + a PROJECT ETERNITY T-SHIRT + SPECIAL THANKS IN GAME CREDITS + THANK YOU POSTCARD FROM THE DEVELOPMENT TEAM + VIP FORUM BADGE. We really appreciate your contribution, and by showing our appreciation we will add your name to the game's credits and send you a thank you note in the mail. This tier will also unlock a special VIP badge in the PROJECT ETERNITY forums. Please add $20 for international shipping.
Estimated delivery: Apr 2014Pledge $110 or more
792 backers
COLLECTORS DIGITAL ONLY TIER - All rewards from the previous digital tiers + SPECIAL THANKS IN GAME CREDITS + THANK YOU POSTCARD FROM THE DEVELOPMENT TEAM (sent physically) + VIP FORUM BADGE + EARLY ACCESS BETA KEY + all the other digital rewards of the $140 tier available now and added during the Kickstarter campaign. If you are looking for all the rewards of the Collector's Edition, but you don't need the physical goods, then this is a great reward tier for you.
Estimated delivery: Apr 2014Pledge $140 or more
3496 backers
Previous reward tier + we will upgrade your box to a COLLECTOR'S EDITION BOX. You will find a CLOTH MAP OF THE GAME WORLD and the PROJECT ETERNITY CLOTH PATCH inside the box + EARLY BETA ACCESS + PROJECT ETERNITY MOUSE PAD. The collector's edition box will include a cloth map just like the old RPGs that we love. You will also get early access to the game with a BETA KEY. Includes Making of Project Eternity Documentary (DVD/Blu-ray). The game patch is an embroidered high quality non-iron on patch. Game patches are a tradition at Obsidian, and we want to share that tradition with you! Please add $20 for international shipping.
Estimated delivery: Apr 2014Pledge $165 or more
972 backers
FIRST EXPANSION/WASTELAND2 DIGITAL ONLY TIER - All rewards from the previous digital tiers + PROJECT ETERNITY'S FIRST EXPANSION + DRM free digital download copy of WASTELAND 2 + all the other digital rewards of the $250 tier available now and added during the Kickstarter campaign. If you don't need the physical goods, then this is a great reward tier for you.
Estimated delivery: Apr 2014Pledge $250 or more
1746 backers
Previous reward tier + you get your COLLECTOR'S EDITION BOX signed by CHRIS AVELLONE, TIM CAIN, JOSH SAWYER, and the rest of the development team + full color printed PROJECT ETERNITY COLLECTOR'S BOOK + an elite version of the PROJECT ETERNITY CLOTH PATCH. The book will be a full color book that includes concept art, player's handbook, monster manual, exclusive information about the campaign setting and characters, and a special behind the scenes look at making the game. Please add $30 for international shipping.
Estimated delivery: Apr 2014Pledge $350 or more
30 backers All gone!
Obsidian-AMD Loot Bag (US. ONLY). The Loot Bag contains an AMD Processor donated by our incredible friends over at AMD, a signed Obsidian game (not Project Eternity), and a random assortment of Obsidian loot such as pens, coasters, t-shirts, game patches, doodles, etc. The AMD Processor is an A10, does not have a heat sink attached, and will be shipped OEM style. The Loot Bag includes everything in the $250 tier level too. Since we are shipping computer parts, we can't ship outside the USA with this one.
Estimated delivery: Apr 2014Pledge $500 or more
367 backers
The Complete Kickstarter Obsidian Pack: signed COLLECTOR'S EDITION BOX (cloth map, elite cloth patch, and printed manual included) + your name and a personalized message on a MEMORIAL STONE IN-GAME + full color PROJECT ETERNITY *HARD COVER* COLLECTOR'S BOOK SIGNED by the development team + A GOLD PLEDGE SPECIAL THANKS in the credits + T-SHIRT + DIGITAL DOWNLOADABLE COPY OF PROJECT ETERNITY + DIGITAL DOWNLOADABLE SOUNDTRACK + A GOLD PLEDGE VIP FORUM BADGE. Your name will also go on our top pledger plaque in our office, so we can always remember your special contribution.
Estimated delivery: Apr 2014Pledge $750 or more
29 backers Limited (1 of 30 left)
Chris Avellone draws you a CUSTOM TROLL PORTRAIT. Chris Avellone has graciously volunteered to draw a custom troll portrait for you to help raise additional funding towards our last stretch goal target of $3.5m for Big City #2. Chris will number and sign the portrait, write a humorous message to you, and a print will be physically and digitally sent to you. This is a limited run of 30 at a $750 tier (includes all the goods in the $500 tier), so get in quickly. If you are above the $750 tier and would like a custom troll by Chris Avellone please contact Obsidian and we will work with you.
Estimated delivery: Apr 2014Pledge $1,000 or more
114 backers Limited (86 of 200 left)
NAME AND DESIGN AN NPC (Non-Player Character). Help us design PROJECT ETERNITY! We will send you a PROJECT ETERNITY NPC character sheet for you to fill out for our design team. We will turn your personalized character design, with your name, class, and race into an NPC in the shipped game (within reason of course). You will also receive The Complete Kickstarter Obsidian Pack ($500 reward tier) + 5 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family.
Estimated delivery: Apr 2014Pledge $1,000 or more
49 backers Limited (1 of 50 left)
HELP DESIGN AN EPIC HIGH LEVEL WEAPON, ARMOR OR ARTIFACT. Help us design PROJECT ETERNITY! Your personalized item will be used by thousands of players and will be one of the best in the game. You can provide the lore, look, and type of the item (within reason), and we will put it in the shipped game. You will also receive The Complete Kickstarter Obsidian Pack ($500 reward tier) + 5 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family.
Estimated delivery: Apr 2014Pledge $3,000 or more
7 backers Limited (13 of 20 left)
BECOME A CUSTOM PORTRAIT IN THE GAME + GET A SIGNED ART PRINT OF YOUR PORTRAIT. Help us design PROJECT ETERNITY! Your personalized portrait will be seen and used thousands of players. With a supplied photograph and some additional input from you, a talented Obsidian artist will make a custom portrait to be used in the shipped game. The artist will sign a print of the portrait that will be sent to you. You will also receive The Complete Kickstarter Obsidian Pack ($500 reward tier) + 5 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family.
Estimated delivery: Apr 2014Pledge $5,000 or more
3 backers Limited (3 of 6 left)
NAME AND HELP DESIGN AN ENEMY ADVENTURING COMPANY. What beats the classic RPG challenge of squaring off against a diverse enemy party with skills, abilities, and equipment to match your own? Nothing, that's what! Now you can design a crew of knuckle-cracking skull-crushers to ambush players at the worst possible moment. Ha, HA! You are the devil himself! We will send you six PROJECT ETERNITY NPC character sheets for you to fill out for our design team. We will turn your personalized party design into a lethal wrecking crew to oppose the player in the shipped game (within reason of course). You will also receive The Complete Kickstarter Obsidian Pack ($500 reward tier) + 15 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family. You also get the top tier WATCHER FORUM BADGE.
Estimated delivery: Apr 2014Pledge $5,000 or more
5 backers All gone!
NAME AND HELP DESIGN AN INN OR TAVERN. Help us design PROJECT ETERNITY! Your personalized area will be prominently seen in the shipped game. You can name it (within reason), and with your input, the design team at Obsidian will create an inn or tavern in your honor. You will also receive The Complete Kickstarter Obsidian Pack ($500 reward tier) + 10 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family + DESIGN AND NAME AN NPC + DESIGN AN EPIC WEAPON. You also get the top tier WATCHER FORUM BADGE.
Estimated delivery: Apr 2014Pledge $10,000 or more
5 backers
The Ultimate Pledge Pack. We really want to thank you for your generous pledge in person. You will receive an INVITE TO THE OBSIDIAN PROJECT ETERNITY DEVELOPER LAUNCH PARTY + AN INVITE TO COME PLAY A GAME AT OBSIDIAN. You and a buddy get to party with the game developers at Obsidian and get a behind the scenes tour of the Obsidian office. You get to have a once in a lifetime opportunity to play a board or pen and paper game of your choice with Chris Avellone, Tim Cain, Josh Sawyer, and Feargus Urquhart! You must be able to pay for travel and accommodations to the Obsidian office in Irvine, California for the party and game day. You will receive everything else: The Complete Kickstarter Obsidian Pack ($500 reward tier) + 10 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family + DESIGN AND NAME AN NPC + DESIGN AN EPIC WEAPON + CUSTOM PORTRAIT. You also get the top tier WATCHER FORUM BADGE.
Estimated delivery: Apr 2014
Comments
Creator Shevek on October 6, 2012
oops, put comment on wrong update
Creator Shevek on October 6, 2012
Great update. The spell system sounds intriguing. I like that you are considering having the last level of spells require rest.
Creator Antonidas|Archmage of the Obsidian Order on October 2, 2012
Great update as usual, so refreshing to read that there are still people out there that care deeply about the games they make.
Can't wait to play! :)
Creator Aleister Crow on October 1, 2012
@ Lars:
Wiggle room. Better to give us a late date and release early than the other way around.
Creator Eero Salonen Castoff Weresheep on October 1, 2012
Nice update
Creator Lars Koch on October 1, 2012
"about a year from now?" So that means estimated release date October-November 2013? Thats great! So why does it say April in the delivery estimate?
Creator Anthony Gosselin on October 1, 2012
RTwP is great ! Go on Obsidian !
And I'll add something else : it's absolutely OK to put more content in the game than what you can see in one single playthrough ! Make my choices meaningful !
Creator Tom on October 1, 2012
"press exposure is not the point of a Q&A"
Given that the fund drive is still ongoing the more publicity the better. Do you think that it is only incidental that one or another project lead is giving an interview on an almost daily basis? Seeing how the funding has slowed down over the last couple of days with still a number of stretch goals unmet any 'exposure' that gets the word out is a positive for this project.
Creator eaaq on October 1, 2012
@david that's actually one of the disadvantages of reddit. Aside from sifting through the trash, comments can get upvoted or downvoted without adding anything constructive to the discussion.
@bryy ok first of all the forum isn't private, secondly press exposure is not the point of a Q&A
Creator Bryy on October 1, 2012
@eaaq,
AMAs get noticed in the press a lot more than a post on a private forum.
Creator David Holmin on October 1, 2012
What's the big deal with them using Reddit? Good questions got up-voted, and it's exposure.
@Archmage Silver
Star Craft allows queuing commands. I think it's a great idea for RT games, since you can't possibly switch fast enough between units at all times. It's less needed in a RTwP game, of course, but could still be convenient if you wanna play quick. (Challenge mode where pause is disallowed?)
Creator eaaq on September 30, 2012
dunno why on earth you did a q&a on reddit other than to pander, unnecessary in my opinion. just use your forums ffs
Creator Silver, ∞ Grey Eminence in Exile & WoOS on September 30, 2012
@ Scot L.
RTwP is perfectly viable for cRPGs, as proven in the past, but I can see your point as well. Queueing commands would be nice, but that's basically going against the whole real-time with pause concept, where you act in real-time unless you wish to pause to issue the next command.
@John
Considering that Project Eternity is still in its funding phase, it makes perfect sense to have more than one or two platforms to spread the word.
Creator John on September 30, 2012
Bemused with the use of Reddit, surely you could have used Kickstarter or your own forums.
Creator Jhonrock on September 30, 2012
@Scot L. Oh yes, a command queue system would be great. At least for a move and an attack.
Creator Scot L. on September 30, 2012
One thing that eggs me about the few RPG RTwP games I have played is, every command is relative to the character's current position. It would be nice if you could queue up a move order then queue them to cast a spell. In other words, tell them to cast a fire blast 2 feet in front of them in the direction from where they just came from. Otherewise, I have to first tell them to move there, then wait till they get there to achieve the exact position of the spell I wanted. Having to pause too much because you can't queue up complex strings of commands drives me away from real time games. I just do not want to babysit them every two seconds to get it done right. I want sort of a command and forget for 15-20 seconds. I guess just have a picture of a football playbook in my head when it comes to directing in games. I would like to make a play, and change it half way in when something I didn't expect happens.
Creator Alan Villarreal on September 30, 2012
Could we add a bard type class in Project Eternity?
Creator alcaray on September 30, 2012
I really don't understand the real-timers demand that fights must be cinematic. In your typical RPG you will have to watch the same cinematics 80 million times. What's the point?
On the other hand, with party-based control, well... look at what it is emulating: a group of individuals each controlling their actions in real-time. That's what a band of fighters is in the real world, after all. And each of those people knows when it is time to cease one attack and start another. Or to start doing something with their left hand while they swing a sword with their right hand (while ducking their head... while...). You either have to control them with AI (what I find wrong with this approach is that I like to control things and make decisions - that's why I game, after all), or you turn-base it so you have time to set everyones' options and to respond to what all of the enemies did.
Or you can hybridize the two approaches and put automatic pauses in when there's an opportunity to (or a sudden need to) change or update one or more party-members' actions. Knights of the Old Republic used this method fairly effectively. I think this is what they plan for this project (I could be wrong).
I hope they do not mean that you have to watch the cinematics avidly to determine when a new order is necessary and then slam the space bar to pause things to enter a new order.
Creator Shaun Huang on September 30, 2012
Real-Time WIth Pause can potentially have much MORE tactical depth than Turn-Based. With Pause, you can do all the planning and control you get in turn based, but real-time enemies do not sit around and let you freely move/attack until it's their turn to move. That alone innately means Real-Time With Pause has capacity for 1 level more depth/tactical play.
The misconception with real time is because for turn-based game, it is easy to make a "normal" difficulty that is playable for casuals but still somewhat challenging for veteran players. It is very difficult to do the same with real-time, since increase in difficulty exponentially increase the player skill requirement. Hence normal difficulty in real-time with pause are usually too easy for veterans, truly challenging real-time with pause gameplay are in higher difficulty modes. Sadly, surveys and player statistics have shown that very minuscule amount of players even attempt the highest difficulty where real-time with pause system truly shine in all its glory. Dragon Age 2 Nightmare Mode is one of the prime example of how amazing real-time with pause can be, but less than 1% of players played it in nightmare. Most players play it on normal (face-roll easy), and very few in hard (which doesn't even have friendly fire). It is one of the biggest mis-understanding in games.
Creator Ardent, Merchant of the Obsidian Order on September 30, 2012
A most encouraging update! I'm especially glad that you're focusing on the single-player experience as this has been the core of the project from day one.
I don't mind mods being added as a bonus (if there was a second Kickstarter campaign further down the road for adding mods I would probably back that as well) but I prefer that all the money from this campaign goes towards enriching the world you are creating (storyline, characters, history, combat system, non-combat systems etc etc).
Creator David Holmin on September 30, 2012
Oh, question #4 I meant.
Creator Miroslaw on September 30, 2012
This questions relate to combat interface and system. I liked post about non-combat skills and how you can gain experience by solving solution not in brutal way. But I guess this is minority, so that questions won't get up to board team. Also there was question about romances in game in forum. Hmm, interesting idea to the plot, but I think it should have option turn it on/off, hehe.
Creator David Holmin on September 30, 2012
Great update, BUT, please tell me you're not referring to per-ability-cool-downs a la WoW in question #2. I hate that, and consider it a lazy solution to skill "balance". If you just meant the game can be paused when a character is ready to take a new action, that's fine.
Creator Steven on September 30, 2012
Would local co-op work, with 2 mice plugged in, 2 colour-coded cursors, and each player controlling 1/2 of the party or one party each?
Or is that just crazy talk? lol
LAN play would be best of course ;)
Creator Steven on September 30, 2012
I prefer RTS combat with pause. It lets me have as much or as little control as I like on a fight-by-fight basis.
For boss battles and when I'm leveling up, I want full control; when I overlevel the mobs, I have a massive party, and I'm fighting the same mobs for the 100th time, I don't want the tedium of having to assign each attack action.
And this is coming from someone who enjoys playing Civ on Marathon speed (though towards the endgame I tend to set the workers to automate as it starts getting tedious, but this is the same idea).
Creator Gerardo Uribe on September 30, 2012
@Michael Melnikoff Actually, I dont like the mods and I dont use them mostly because I prefer play the game exactly like the developers made it. They balance the quest, enemies, levels, classes, races, etc, and take some time to test this balance. Many people who mod dont test or dont balance. In example, I remember a "balancing" mod to BG, which become the Werewolf druid very overpowered. Anyway, we all are here because we love the deep stories and characters that used to fill the Infinity Engine games. And we dont need mods for that.
Creator Shaz, Tormented Obsidian Order Comtessa on September 30, 2012
I do hope the ability to mod makes it in! I'm not a fan of cheat mods, or big game-changing mods in general, but I love mods that add quests and extend gameplay, and I always look into them once I've completed the game vanilla-style a time or three.
I love the Q&A! But please consider picking up Q's from other places besides just Reddit? Perhaps a thread on the game's forum where game backers could post Q's, and you could do Reddit AMA's and backer Q&A's. I'm looking forward to more Q&A's, regardless of your choice!
Creator John Adam Turcich on September 30, 2012
So there still won't be any co-op in the game? Cause that would be lovely.
Creator Keith C on September 30, 2012
@Derek Belanger Wow, your description of how turn based combat is enjoyable was awesome... Personally, I like the Baulders Gate style RTwP with pause conditions. If you can set pause conditions like enemy death, you still get most of that feeling, when you look over and where an emeny once was there are just chunks, and Minsc has just murdered a Vampiric Mindflayer... still pretty satisfying :)
Creator Keith C on September 30, 2012
I thinkt he ability to use mods would be cool, all of the elder scrolls games showcase the benefits of a big modding community pretty well. I think the idea of being able to make new classes or have packages with tons of new classes would be pretty cool. Looking forward to this game. Keep up the good work guys!
Creator Alexander Kiryushkin on September 30, 2012
Yeah, I don't like mods either
I prefer to play a game the way it was originaly designed
Creator Dane MacMahon on September 30, 2012
I have to disagree with Michael, I never use mods and don't really care much about them. What I want most is a solid and thoroughly tested game.
Creator Michael Melnikoff on September 30, 2012
Moddability is an extremely important feature. Extremely important. Every single one of the old PC RPGs from BG to Arcanum I played modded. Newer RPGs like Dragon Age 2 suck because they disallow mods. Letting your customers do development for you is one of the easiest ways to make your game better.
Creator JuanitaD-Obsidian Goat of AGL589 $7.77+8 on September 30, 2012
LOL See? Even my typing is slow and Porthos beat me to it! No flipping way I'd ever survive in an RTS game. And I play games for enjoyment and to get a-w-a-y from the stress of dealing with real life split second decicions. If I want stress, I don't have to go to the gaming world to find it. There's plenty all around me!
Creator JuanitaD-Obsidian Goat of AGL589 $7.77+8 on September 30, 2012
Quote from Q&A answer (CAPS are mine for emphasis): "I mean you CAN pick the actions of each party member if you want. We will have lots of pause conditions in our combat, and IF YOU WANTto have the game pause whenever a party member can perform a new action, you can do that."
It sounds to me, from that quote, like you can play with or without pauses. So, I feel like it will work fine for me, who will enable every pause condition there is to make it as close to turn-based as possible and be able to dictate the movements of my party members. And it also sounds like it will work fine for you, Ben, and anyone else who wants real-time combat. Just disable the pauses.
@Tim Cain - Did I get that right? That the pauses are optional and controllable by the player?
Creator Jay on September 30, 2012
haha i le love it when my le favourite developers go on le reddit!!! xD le funny meemee face me le gusta! xD
Creator Porthos on September 30, 2012
@Ben Then it's a good thing that it is an option so that people that don't like it can turn it off, isn't it? :)
Me, personally,. I HATEHATEHATE RTS games. With a burning passion. I just don't have the reflexes to enjoy them.
I almost didn't back this game when it first appeared, except it said that there was some sort of pause feature in combat. So I took the plunge, hoping it would be something like BG.
And when Tim described the mechanic today? I was very happy. Because it was close enough to TBS for me to go ahead and feel glad about the project.
---
Besides, there are so few TBS RPGs nowadays that I'll take almost any game that is close to them. ;)
Creator Ben - Xenon Special Forces on September 30, 2012
It was crap in any IE of those. Again - RTS is about making decision under pressure. A pause button makes that pointless.
Creator ImRhoven - 5.16 shades of Torment on September 29, 2012
I'm really glad they're going with a real time with pause system. It worked great in Baldur's Gate and the other IE games. Actually, it's one of the pillars of those games, and since OE is promising a game in the IE spirit real time with pause is the only way to go. If this would become a turn based game I honestly wouldn't have pledged for it. Turn based always gets boring for me after a while. I even never actually finished a game that uses turn based mechanics (either RPG or strategy), so these days I don't even bother with them.
And without trying to be bitchy (yes really): If all you can see in a real time combat game is "a bunch of random stuff happening chaotically" you're really doing it wrong. The pause option is there to help you keep the oversight when needed.
Creator Jeremy Reaban on September 29, 2012
But this pause whenever a party member has a chance to perform an action sounds close enough to turn based to me
Creator Ben - Xenon Special Forces on September 29, 2012
To be honest, I have yet to find a game that played interesting using real time with pause - that plague has been pulling games down since the Baldur's Gate days - by far the worst part of any game that ever used them ....
There is a reason why it is never used in strategy games - you combine the lack of tension of turn based games with the reduced complexity of RTS games. Or to say it the other way around - you have a game mechanic that is build for making decisions in real time although you can take as much time as possible ...
Anyways, I gave up that fight a long time ago.
Creator Jeremy Reaban on September 29, 2012
Having played both the IE games and NWN, I fail to see what is "tactical" about them. Basically just a bunch of random stuff happens rather chaotically, so if you want any sort of control over things, you have to hit pause every other second.
I'll take the worst turn based gameplay over that
Creator Tim Noyce on September 29, 2012
I like this format, and most of what I heard.
Generally, I prefer pure turn-based, but I think this will be a reasonable compromise. Turn-based does not necessarily guarantee more interesting or complex strategy.
Hope to see more information posted here in the near future.
Creator Tech, R. Sheep Curator/Last Cipher (EiT) on September 29, 2012
@Greenfr0G - Various members of the development team including Feargus come on kickstarter regularly and chat with the pledgers in the comments section. Also they also communicate on the eternity forums and have done many other things.
Creator Greenfr0G on September 29, 2012
Q&A are interesting, but why don´t you ask your fans here, on Kickstarter, or on forums? Why only Reddit users? I, for one, didn´t even knew you were doing such an event :/
Nonetheless, I like the answers. My only question is: why it a problem to do Unity moddable game? No tools available? You´d have to create TDK yourselves?
Creator armored_mammal on September 29, 2012
With respect to the RTwP question, I didn't back and do not plan to buy Wastland 2 specifically because it is turn based. I <3 RTwP, I loath turn based games. So thank you!
Creator Zombra on September 29, 2012
I like these Q&A updates!
Creator Jeff on September 29, 2012
Daniel, Martin, you guys speak as if you didn't have a choice of around 15 companions for a party size of 6 in BG or BG2. Picking and choosing your companions based on class is exactly what happened in those games, and they didn't tend to wait in hubs if you didn't choose them - sometimes they simply were no longer available, and sometimes they just stayed where they were. Nothing Tim said here made me think this game would in any way deviate from the party mechanics laid out in earlier Infinity Engine games.
Creator Martin Kramer on September 29, 2012
I agree with you, Daniel. Hubs are lame. They are unrealistic. It's okay if some of the NPCs have nothing better to do than wait at your house, but I would much prefer if they went about their own business (even if that's sometimes less convenient).
Creator Tiago Morelli on September 29, 2012
real-time with pause combat and parties. this.