Yesterday, Rock Paper Shotgun interviewed the guys at Obsidian Entertainment about their upcoming plans. Their latest big-budget game, South Park: The Stick of Truth, is due to launch in April 2014 and their Kickstarted, overhead RPG Pillars of Eternity should follow soon after. Obsidian are already looking at ideas for a new Kickstarter project.
They talk at length about ideas for a much more open-world style of game using the Unity Engine (which they are using for Pillars of Eternity), but they also drop hints to what the next Kickstarter should be. One of the ideas they are actively discussing is a licensed game as part of a pre-existing franchise. This, to me, hints that they might be talking about their long-delayed Wheel of Time RPG.
Backing up, about three years ago Obsidian signed a development deal with Red Eagle, the rights-holding company which controls the rights for Wheel of Time video games. This deal was to make a single-player RPG set in the Wheel of Time universe and world. Obsidian seemed excited by what they could do with the game, and fan response was positive, especially when it was revealed that Obsidian's best-known writer, Chris Avellone (the creative force behind Fallout 2, Planescape: Torment, Neverwinter Nights II: Mask of the Betrayer and Fallout: New Vegas - Old World Blues, several of the greatest RPGs ever made), would be working on the project.
However, nothing has happened with the idea since. Red Eagle was in charge of securing the funding for the game, and failed to do so. Electronic Arts signed a speculative distribution agreement for the game, but chose not to fund and formally publish it. With Triple-A RPG budgets heading towards $100 million (Skyrim, for example, cost $80 million and the Mass Effect trilogy not far off that per game), Red Eagle proved unable to come up with the cash themselves.
Last year, both Red Eagle and Obsidian launched Kickstarters. Red Eagle launched one to make a Wheel of Time casual strategy game for tablets and smartphones, Banner of the Rising Sun. They asked for $450,000 and raised $3,000, a hugely disappointing failure. Obsidian launched one to make an isometric, 'old-skool' RPG with impressive graphics but a much tighter focus on story and character. They asked for $1.1 million and instead raised over $4.1 million, an absolutely massive success.
With both Red Eagle and Obsidian willing to use Kickstarter to achieve their goals, it makes sense that they might consider joining forces to do the same for a Wheel of Time game. The viability of this depends on the deal with EA. If this has expired, there's nothing stopping them doing this. However, if EA retain the distribution rights the project will likely not be viable: Kickstarter is for games that otherwise wouldn't get off the ground, and the involvement of a massive company like EA would be toxic for any such campaign. Provided there are no obstacles, the combination of Obsidian's Kickstarter and game-making experience and Red Eagle's Wheel of Time licence could be highly appealing.
Obsidian will announce what their next project is in the spring, so we have a few months to find out if this is the direction they are going to go in.
Showing posts with label project eternity. Show all posts
Showing posts with label project eternity. Show all posts
Sunday, 15 December 2013
Wednesday, 11 December 2013
PROJECT ETERNITY becomes PILLARS OF ETERNITY
Obsidian's forthcoming, Kickstarted RPG has got a final title. Known as Project Eternity throughout development, the game's final title will be Pillars of Eternity. Obsidian have a detailed preview video featuring actual gameplay below.
Pillars of Eternity is a 'spiritual successor' to the Baldur's Gate series, set in a traditional fantasy mileu but with a few twists based around the concept of souls and soul magic. The game is also set in a colonial society rather than the traditional European imperial fantasyland.
As Obsidian, the same team was responsible for Fallout: New Vegas and Knights of the Old Republic II, two of the most interesting RPGs of the last decade (not to mention Alpha Protocol, Neverwinter Nights II, Dungeon Siege III and the forthcoming South Park: The Stick of Truth). In their former incarnation as Black Isle they also created Planescape: Torment, the Fallout and Icewind Dale series and provided technical assistance on the Baldur's Gate games from BioWare. As giants of the RPG genre, it'll be interesting to see what they pull off with this game, which eschews complex (and ultra-expensive) 3D graphics in favour of deeper gameplay, more immersive combat and stronger writing.
Pillars of Eternity is expected in mid-to-late 2014, and is one of my most eagerly-awaited games of next year.
Pillars of Eternity is a 'spiritual successor' to the Baldur's Gate series, set in a traditional fantasy mileu but with a few twists based around the concept of souls and soul magic. The game is also set in a colonial society rather than the traditional European imperial fantasyland.
As Obsidian, the same team was responsible for Fallout: New Vegas and Knights of the Old Republic II, two of the most interesting RPGs of the last decade (not to mention Alpha Protocol, Neverwinter Nights II, Dungeon Siege III and the forthcoming South Park: The Stick of Truth). In their former incarnation as Black Isle they also created Planescape: Torment, the Fallout and Icewind Dale series and provided technical assistance on the Baldur's Gate games from BioWare. As giants of the RPG genre, it'll be interesting to see what they pull off with this game, which eschews complex (and ultra-expensive) 3D graphics in favour of deeper gameplay, more immersive combat and stronger writing.
Pillars of Eternity is expected in mid-to-late 2014, and is one of my most eagerly-awaited games of next year.
Sunday, 30 June 2013
Map of PROJECT ETERNITY
Project Eternity is the working title (though possibly the final one, given how popular it's turned out) of Obsidian's new, old-school RPG due out in mid-2014. Funded by fans on Kickstarter, it's planned to be a bit of a throwback to the days of the old Infinity Engine days (which powered the Baldur's Gate and Icewind Dale series of RPGs, plus Planescape: Torment).
Obsidian have released a new map of the world where the game is set, which is promised to be a traditional fantasy world with a few twists (such as the dwarves being more inspired by Inuit culture than traditional Tolkien dwarves, and one of the planned NPCs is a female dwarven character). They've revealed that the city of Defiance Bay (which can be seen in the north-west) will be a major location in the game and much of the action will be set in the vast Dyrwood.
Source: Chris Avellone via Anonymous of Holland (check out the link for an interview with a more Eternity-focused interview with Chris Avellone as well).
Obsidian have released a new map of the world where the game is set, which is promised to be a traditional fantasy world with a few twists (such as the dwarves being more inspired by Inuit culture than traditional Tolkien dwarves, and one of the planned NPCs is a female dwarven character). They've revealed that the city of Defiance Bay (which can be seen in the north-west) will be a major location in the game and much of the action will be set in the vast Dyrwood.
Source: Chris Avellone via Anonymous of Holland (check out the link for an interview with a more Eternity-focused interview with Chris Avellone as well).
Wednesday, 26 June 2013
Chris Avellone on RPG design, PROJECT ETERNITY and too many great games to count
At the Rezzed gaming conference this weekened, Obsidian developer Chris Avellone did a presentation on CRPG design. You can check it out here.
Avellone has a CV that is interesting. At Black Isle back in the day he was the project lead on Fallout 2 and Planescape: Torment (probably the greatest Western CRPG of all time) as well as working on Icewind Dale and its sequel. At Obsidian he was the lead designer on Knights of the Old Republic II, Fallout: New Vegas - Old World Blues and Alpha Protocol. He also worked on Neverwinter Nights II and its expansion Mask of the Betrayer as well as the main game of Fallout: New Vegas. He has also been hired out to inXile to assist on the upcoming Wasteland 2 and Torment: Tides of Numenera. Avellone is a noted proponent of player choice and including more complex thematic, and philosophical elements than is normally found in games, not to mention more complex characterisation.
Some of those things are discussed in the interview, along with progress on Project: Eternity, some interesting info on how they made Planescape: Torment and Fallout: New Vegas, and on the merits of Kickstarter as a business model. He also namechecks Brandon Sanderson and Patrick Rothfuss in a discussion of magic systems, though he doesn't mentioned Obsidian's planned Wheel of Time CRPG (which is still on hold until Red Eagle raise the funding for it).
Avellone has a CV that is interesting. At Black Isle back in the day he was the project lead on Fallout 2 and Planescape: Torment (probably the greatest Western CRPG of all time) as well as working on Icewind Dale and its sequel. At Obsidian he was the lead designer on Knights of the Old Republic II, Fallout: New Vegas - Old World Blues and Alpha Protocol. He also worked on Neverwinter Nights II and its expansion Mask of the Betrayer as well as the main game of Fallout: New Vegas. He has also been hired out to inXile to assist on the upcoming Wasteland 2 and Torment: Tides of Numenera. Avellone is a noted proponent of player choice and including more complex thematic, and philosophical elements than is normally found in games, not to mention more complex characterisation.
Some of those things are discussed in the interview, along with progress on Project: Eternity, some interesting info on how they made Planescape: Torment and Fallout: New Vegas, and on the merits of Kickstarter as a business model. He also namechecks Brandon Sanderson and Patrick Rothfuss in a discussion of magic systems, though he doesn't mentioned Obsidian's planned Wheel of Time CRPG (which is still on hold until Red Eagle raise the funding for it).
Tuesday, 26 February 2013
How the Next Generation Could Kill Gaming (as we know it)
Back in the 1980s, when I started gaming, it took a few people perhaps a few weeks to make a good game. Even the mighty Elite - the first proper 3D game and arguably the first proper open-world game - took two guys a few months to put together. A few years later, during the 16-bit era of the Commodore Amiga, SNES and Megadrive (Genesis for you American types), this had increased to teams of a dozen or so taking a few months to a year, tops, to put together a game. The gaming industry was in the good health, with the biggest mega-hits making tens of millions of dollars but even a game selling just a few thousand copies could still turn a profit.
How times have changed. Today, it takes teams of several dozen people anything from two to six years to make a game, with budgets in the tens of millions of dollars. Dozens of game development studios have closed over the course of the last generation of gaming (which began in 2005 with the release of the X-Box 360), in many cases despite selling millions of copies of games. It's no longer enough to be successful. Now you have to produce a fast-selling megahit from day one, otherwise your company might go bust.
It's been a disturbing period. Several of my favourite games of all time are Hostile Waters, Anachronox, Planescape: Torment, Freespace 2 and the Homeworld trilogy, all moderately-budgeted games that sold reasonably well on release but nothing to write home about. Those games simply would not exist in today's publisher-driven marketplace. The entire midlist of gaming - those games that are well above the indie level in terms of both cost and sales but below the mega-hits - has simply evaporated.
A good example of this is Rockstar's May 2012 release Max Payne 3. This game cost an estimated $105 million, not including marketing. The game was required to sell 3 million copies at full price in its first few weeks on sale to break even, which it rather spectacularly failed to do: the game 'only' shifted 440,000 copies in its first month. It is questionable if the game has broken even yet, and if it has it's only a moderate success, especially by Rockstar's standards. Their previous game Red Dead Redemption (released in 2010 had sold 8 million copies since release and, before that, Grand Theft Auto IV (2008) has sold more than 25 million.
Rockstar obviously aren't going bust over this disappointment. Their latest game, Grand Theft Auto V, launches in September and will likely be the biggest-selling game of the year (this year's Call of Duty title notwithstanding). However, with a much vaster gaming environment that GTA4 and with three major protagonists to voice and write rather than one, GTA5's budget is likely considerably larger than even the $100 million of its predecessor.
Last week, Sony announced the existence of the PlayStation 4 console, due for release later this year (probably November). In April Microsoft are expected to announce the release - either this Christmas or early next year - of their successor to the X-Box 360. Both of the new consoles are going to be more powerful and more impressive than their forebears. The PS4 has 16 times the memory and a vastly more powerful graphics card and CPU than its forebear. Crucially, it's also based around off-the-shelf PC hardware rather than dedicated technology, keeping costs down and making games development and porting between the platforms much easier. Nevertheless, the arrival of the new consoles is hugely problematic for studios. Games will now require more advanced graphics and even more resources to make them look as good as possible. Some gaming companies are already warning that budgets for the next generation of gaming could balloon out of control and leave very few companies and franchises standing. The massive popularity of Facebook games and mobile games is also begging the question: do gamers really want even moar graphics? Sony desperately need the PS4 to be a huge hit to help arrest their company's decade-long decline, but it's far from certain it will be.
Some companies are already taking avoiding action. Obsidian Entertainment are developing their new epic fantasy RPG, Project Eternity, for PC and Mac alone (but don't be surprised to see mobile/tablet versions later on), forsaking the console race altogether. Project Eternity is a game using hand-drawn 2D artwork for its background and 3D character models. This keeps costs and development time down immensely. The game was greenlit (via the Kickstarter service) only in October, but is expected to ship in early 2014, after less than 18 months of development. The Dragon Age games, on the other hand, are full 3D titles, which each item in the game taking anything from hours to weeks to create and texture. The original Dragon Age title took about five years to make, with its sequel re-using many of its assets. Dragon Age III, due in 2014, will have taken about three years to develop. All three games had budgets comfortably in the tens of millions, whilst Project Eternity's budget is only about $5 million ($4.1 million or so of that from Kickstarter). As the above screenshot shows, Project Eternity is still a good-looking game by any measure. Obsidian have simply been a lot more careful about where to put its money and to minimise its risks.
If a lot more companies take steps like these, the next generation could be a fruitful time for innovation in gaming. However, the blunt forces approach taken so far by Sony, and likely by Microsoft as well, is not encouraging. If sales of the new consoles and their games are down whilst budgets continue to escalate past the point of sustainability, we could see the entire notion of a video game console disappear altogether. Of course, that may not entirely be a bad thing if it results in more rewarding and original games appearing on other platforms. As always, time will tell.
How times have changed. Today, it takes teams of several dozen people anything from two to six years to make a game, with budgets in the tens of millions of dollars. Dozens of game development studios have closed over the course of the last generation of gaming (which began in 2005 with the release of the X-Box 360), in many cases despite selling millions of copies of games. It's no longer enough to be successful. Now you have to produce a fast-selling megahit from day one, otherwise your company might go bust.
It's been a disturbing period. Several of my favourite games of all time are Hostile Waters, Anachronox, Planescape: Torment, Freespace 2 and the Homeworld trilogy, all moderately-budgeted games that sold reasonably well on release but nothing to write home about. Those games simply would not exist in today's publisher-driven marketplace. The entire midlist of gaming - those games that are well above the indie level in terms of both cost and sales but below the mega-hits - has simply evaporated.
A good example of this is Rockstar's May 2012 release Max Payne 3. This game cost an estimated $105 million, not including marketing. The game was required to sell 3 million copies at full price in its first few weeks on sale to break even, which it rather spectacularly failed to do: the game 'only' shifted 440,000 copies in its first month. It is questionable if the game has broken even yet, and if it has it's only a moderate success, especially by Rockstar's standards. Their previous game Red Dead Redemption (released in 2010 had sold 8 million copies since release and, before that, Grand Theft Auto IV (2008) has sold more than 25 million.
Rockstar obviously aren't going bust over this disappointment. Their latest game, Grand Theft Auto V, launches in September and will likely be the biggest-selling game of the year (this year's Call of Duty title notwithstanding). However, with a much vaster gaming environment that GTA4 and with three major protagonists to voice and write rather than one, GTA5's budget is likely considerably larger than even the $100 million of its predecessor.
Last week, Sony announced the existence of the PlayStation 4 console, due for release later this year (probably November). In April Microsoft are expected to announce the release - either this Christmas or early next year - of their successor to the X-Box 360. Both of the new consoles are going to be more powerful and more impressive than their forebears. The PS4 has 16 times the memory and a vastly more powerful graphics card and CPU than its forebear. Crucially, it's also based around off-the-shelf PC hardware rather than dedicated technology, keeping costs down and making games development and porting between the platforms much easier. Nevertheless, the arrival of the new consoles is hugely problematic for studios. Games will now require more advanced graphics and even more resources to make them look as good as possible. Some gaming companies are already warning that budgets for the next generation of gaming could balloon out of control and leave very few companies and franchises standing. The massive popularity of Facebook games and mobile games is also begging the question: do gamers really want even moar graphics? Sony desperately need the PS4 to be a huge hit to help arrest their company's decade-long decline, but it's far from certain it will be.
Some companies are already taking avoiding action. Obsidian Entertainment are developing their new epic fantasy RPG, Project Eternity, for PC and Mac alone (but don't be surprised to see mobile/tablet versions later on), forsaking the console race altogether. Project Eternity is a game using hand-drawn 2D artwork for its background and 3D character models. This keeps costs and development time down immensely. The game was greenlit (via the Kickstarter service) only in October, but is expected to ship in early 2014, after less than 18 months of development. The Dragon Age games, on the other hand, are full 3D titles, which each item in the game taking anything from hours to weeks to create and texture. The original Dragon Age title took about five years to make, with its sequel re-using many of its assets. Dragon Age III, due in 2014, will have taken about three years to develop. All three games had budgets comfortably in the tens of millions, whilst Project Eternity's budget is only about $5 million ($4.1 million or so of that from Kickstarter). As the above screenshot shows, Project Eternity is still a good-looking game by any measure. Obsidian have simply been a lot more careful about where to put its money and to minimise its risks.
If a lot more companies take steps like these, the next generation could be a fruitful time for innovation in gaming. However, the blunt forces approach taken so far by Sony, and likely by Microsoft as well, is not encouraging. If sales of the new consoles and their games are down whilst budgets continue to escalate past the point of sustainability, we could see the entire notion of a video game console disappear altogether. Of course, that may not entirely be a bad thing if it results in more rewarding and original games appearing on other platforms. As always, time will tell.
Monday, 28 January 2013
WHEEL OF TIME game not dead at Obsidian, KotOR 3 a possibility
I missed this when it went up over a month ago, but Kotaku have published a thorough interview with the founder and CEO of Obsidian Entertainment, Feargus Urquhart. The interview is extremely informative and revealing.
First up is the surprising news that the Wheel of Time RPG is not entirely dead. Previously Obsidian had signed a deal with Red Eagle to make a game based on the setting, but then all news on the project dried up. The article reveals that, despite no forwards movement on the project for almost three years, the game is actually still viable, provided that Red Eagle finds a publisher and provides funding. I'm not holding my breath on this realistically ever happening, but it's good to know that Obsidian are still ready to go with the project if it does ever become a reality.
Secondly, Urquhart talks about the success of their Project Eternity Kickstarter appeal, and how it has opened other doors. He reveals that he has been talking to companies like Ubisoft, Bethesda and LucasArts about future projects. Based on comments elsewhere in the article and some things that have happened since, it sounds like Obsidian have - very tentatively - been talking about doing a Might and Magic game with Ubisoft (although that possibly might have been related to Ubisoft picking up the South Park RPG Stick of Truth, which has indeed just happened); to Bethesda about a potential Fallout: New Vegas 2 (or even an Elder Scrolls game); and to LucasArts about a Knights of the Old Republic III for next gen consoles and PC. None of these things are 'go' projects or particularly likely to happen, but they're all potentially mouthwatering prospects.
Finally, Urquhart talks at length about their highest-profile failures, particularly the incomplete Knights of the Old Republic II and the furore surrounding Alpha Protocol. What is particularly intriguing is the fact that Alpha Protocol has been selling very well over a long period of time, enough that Obsidian have hopes of being able to revisit the idea of a sequel with Sega a couple of years down the line (although given the summary cancellation of Obsidian's Aliens RPG - also mentioned in the interview - that may be more wishful thinking than anything else).
Overall, a very interesting look at what might just be my favourite game developers around at the moment.
First up is the surprising news that the Wheel of Time RPG is not entirely dead. Previously Obsidian had signed a deal with Red Eagle to make a game based on the setting, but then all news on the project dried up. The article reveals that, despite no forwards movement on the project for almost three years, the game is actually still viable, provided that Red Eagle finds a publisher and provides funding. I'm not holding my breath on this realistically ever happening, but it's good to know that Obsidian are still ready to go with the project if it does ever become a reality.
Secondly, Urquhart talks about the success of their Project Eternity Kickstarter appeal, and how it has opened other doors. He reveals that he has been talking to companies like Ubisoft, Bethesda and LucasArts about future projects. Based on comments elsewhere in the article and some things that have happened since, it sounds like Obsidian have - very tentatively - been talking about doing a Might and Magic game with Ubisoft (although that possibly might have been related to Ubisoft picking up the South Park RPG Stick of Truth, which has indeed just happened); to Bethesda about a potential Fallout: New Vegas 2 (or even an Elder Scrolls game); and to LucasArts about a Knights of the Old Republic III for next gen consoles and PC. None of these things are 'go' projects or particularly likely to happen, but they're all potentially mouthwatering prospects.
Finally, Urquhart talks at length about their highest-profile failures, particularly the incomplete Knights of the Old Republic II and the furore surrounding Alpha Protocol. What is particularly intriguing is the fact that Alpha Protocol has been selling very well over a long period of time, enough that Obsidian have hopes of being able to revisit the idea of a sequel with Sega a couple of years down the line (although given the summary cancellation of Obsidian's Aliens RPG - also mentioned in the interview - that may be more wishful thinking than anything else).
Overall, a very interesting look at what might just be my favourite game developers around at the moment.
Wednesday, 17 October 2012
PROJECT ETERNITY smashes funding goals
As covered previously, Obsidian Entertainment have been working on a brand-new, 'old-school' RPG with the working title Project Eternity. The game is heavily influenced and inspired by their own classic games (when they were working as Black Isle), such as Planescape: Torment, Icewind Dale and the early Fallout games, as well as those of their associated companies, such as BioWare's Baldur's Gate titles. To help fund the title, Obsidian requested fans to pledge $1.1 million via the Kickstarter crowdfunding website.
A month later, the Kickstarter has come to an end with Obsidian having raised $3,986,929 via the website, plus an additional $140,099 in PayPal contributions. The result being that the game achieved all of its planned stretch goals and will now be radically enhanced as a result. This includes the game now shipping on PC, Mac and Linux platforms, in multiple languages and with several added areas (including a whole new city and a major, 14-level dungeon complex).
The game is tentatively set for release in April 2014.
Click for massive version.
A month later, the Kickstarter has come to an end with Obsidian having raised $3,986,929 via the website, plus an additional $140,099 in PayPal contributions. The result being that the game achieved all of its planned stretch goals and will now be radically enhanced as a result. This includes the game now shipping on PC, Mac and Linux platforms, in multiple languages and with several added areas (including a whole new city and a major, 14-level dungeon complex).
The game is tentatively set for release in April 2014.
Friday, 14 September 2012
Creators of the greatest RPGs of all time collaborate on new game
Obsidian Entertainment have announced their next big RPG: a fantasy game called Project Eternity (working title). This game will be an isometric, old-school RPG that draws heavily on their old D&D games using the Infinity Engine (the Icewind Dale series and the legendary Planescape: Torment).
However, tired of working for publishers who either don't do proper Q&A on their games (resulting in the bug-filled mess of Alpha Protocol), rush them out in an incomplete state (Knights of the Old Republic II) or refuse to pay them a bonus by failing to hit a ludicrously arbitrary Metacritic score by one point despite selling millions of copies (Fallout: New Vegas), Obsidian have decided to take this one to the fans. Via Kickstarter, Obsidian are asking for $1.1 million to help fund the game. They're already at $300,000 less than a day after starting the project.
The creative forces behind the game include Chris Avellone, the writer of Planescape: Torment; Tim Cain, the creator of the Fallout franchise; and Josh Sawyer, the project lead on the excellent New Vegas (who infamously disapproved of the game being somewhat 'softened' for console players and released his own, more hardcore mod for the PC version of the game). They hope to release the game in early 2014.
Kotaku interview Avellone here about the project, whilst GameBanshee talk to Obsidian studio head Feargus Urquhart here.
UPDATE: As of 24 hours later, the amount raised stands at $1,083,000, and should hit the target within a few hours (with 31 days still to go). Obsidian have already said that any money they make over the $1.1 million will go to making the game even more impressive, and some projections are now suggesting they could make upwards of four times the amount they asked for.
However, tired of working for publishers who either don't do proper Q&A on their games (resulting in the bug-filled mess of Alpha Protocol), rush them out in an incomplete state (Knights of the Old Republic II) or refuse to pay them a bonus by failing to hit a ludicrously arbitrary Metacritic score by one point despite selling millions of copies (Fallout: New Vegas), Obsidian have decided to take this one to the fans. Via Kickstarter, Obsidian are asking for $1.1 million to help fund the game. They're already at $300,000 less than a day after starting the project.
The creative forces behind the game include Chris Avellone, the writer of Planescape: Torment; Tim Cain, the creator of the Fallout franchise; and Josh Sawyer, the project lead on the excellent New Vegas (who infamously disapproved of the game being somewhat 'softened' for console players and released his own, more hardcore mod for the PC version of the game). They hope to release the game in early 2014.
Kotaku interview Avellone here about the project, whilst GameBanshee talk to Obsidian studio head Feargus Urquhart here.
UPDATE: As of 24 hours later, the amount raised stands at $1,083,000, and should hit the target within a few hours (with 31 days still to go). Obsidian have already said that any money they make over the $1.1 million will go to making the game even more impressive, and some projections are now suggesting they could make upwards of four times the amount they asked for.
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