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Obsidian: Project Eternity won’t ‘treat the player like a baby’

16 Nov 2013 by Peter Parrish
Obsidian: Project Eternity won’t ‘treat the player like a baby’
project eternity (7)


’s Adam Brennecke has told IncGamers that upcoming RPG (possibly to be named Pillars of Eternity,) will do its best to avoid treating the player like a small child. “While we want to make the game fun for everyone,‭ ‬we aren’t going to treat the player like a‭ ‬baby,‭ ‬which for some reason has become the standard in recent years,” the game’s lead programmer says.

“Our quests require you to think,‭ ‬the‭ ‬combat will be challenging,‭ ‬the choices might be difficult,‭ ‬and you won’t be hammered over the head with‭ ‬quest markers.”

Brennecke was talking about the distinction between contemporary RPGs and the Infinity Engine powered games that inspired Project Eternity’s creation. Aside from the overt hand-holding, he believes party control and the necessity for a certain degree of player imagination are the main differences.

“You don’t see too many games with full party control with‭ ‬6‭ ‬party members‭ ‬today,” he notes. “Infinity Engine games left room for the player to contribute to the‭ ‬experience‭ ‬-‭ ‬some which‭ ‬was necessitated by‭ ‬technology,‭ ‬the rest aesthetically … This has allowed us to both add more content and also allow players a level of active immersion sometimes lost with modern VO and animation,‭ ‬which often fills in the blanks for the players.”

Our full Q&A with Adam Brennecke will go up next week.

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