Posts Tagged ‘josh sawyer’

Expert Speech Skill: Pillars Of Eternity Interview Part 2

By Adam Smith on July 29th, 2014.

In the second and final part of a conversation with Josh Sawyer of Obsidian (part one), we discuss how the design of Pillars of Eternity differs from Fallout: New Vegas. That involves a discussion of New Vegas’ post-release support, official and otherwise, and the pros and cons of traditional RPG systems. Of particular note – why Pillars of Eternity does not have a Speech skill, or any other skill of that sort.

With contributions from executive producer Brandon Adler, we also discuss the role of Paradox as publisher and the benefits of digital distribution, and end with a tribute to nineties RPG, Darklands.

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Freedom And Fantasy: Pillars Of Eternity Interview

By Adam Smith on July 24th, 2014.

Pillars of Eternity was, briefly, gaming’s most successful Kickstarter, at least in terms of funds raised. Like many crowdfunded games, particularly in the early days, it’s a project driven partly by nostalgia. A party-based fantasy RPG in the style of Baldur’s Gate and the other Infinity Engine D&D games, it has a strong heritage to live up to. Obsidian’s Josh Sawyer is the director of the game and I spoke to him late last week about theology, flagellant monks, freedom from licensing and respecting player’s choices. We also talked about his desire to make a historical RPG and his previous work, particularly the design of Fallout: New Vegas.

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