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Buck: Speaking of dialogue, are you also using the Infinity Engine games as a source of inspiration for how to handle dialogue trees and voiceovers? Will there be voiceovers for major cutscenes and for flavor at the start of a conversation, but vast branches of dialogue that are text-only? Will our attributes, abilities, or previous actions affect our dialogue choices?Feargus: Our goal is to use voice over as flavor and not as something that exists for every written word in the game. We don’t want to cut down on the depth of dialogs or the number of choices that players have because we are counting voice over dollars. That means, like practically every Obsidian project to date, we are going to push the boundaries of reactivity in our dialogs. And, the more we get funded the more we can do that.
Buck: Will you be going with a similar "real-time with pause" combat system that was present in the IE titles? What do you feel are the advantages, disadvantages, and challenges of implementing such a combat system?Feargus: Personally, I have always loved the real-time pause system other than when we first had to have the conversation with TSR / Wizards of the Coast about how every person or creature was on their own individual round in combat. That all eventually turned out fine and the D&D team was always extremely supportive particularly when we moved Icewind Dale 2 over from 2nd Edition to 3rd Edition. There were a ton of conversations about how to make sure the way that the Infinity Engine did magic could stay true enough to the rules.I probably digressed a bit there, didn’t I? The system itself (real-time with pause) works great for robust RPG systems that have a lot of moving parts and encourage the player to not just throw their characters at the enemy, but to think tactically. I always love the big battles in Baldur’s Gate 2 – the felt like puzzles that I had to crack in order to win with a minimum of casualties on my side.As for disadvantages – that’s a tough one to answer. I think there is some feeling that taking some RPG systems that are designed as turn based and putting them into a real-time with pause system losses something in the translation. A lot of that has to do with timing and the fact that things don’t happen simultaneously in those systems. Pure turn based does let combat play out in a more like chess like way – which can definitely be fun. However, since we are designing Project Eternity from the start to use a real-time with pause system, we can avoid some of the translation issues that can happen when taking a table top game into that arena.
Buck: You mentioned to me earlier that the game will be both party-based and single player, and that the player will always have control of their main character. Does this mean that we'll be picking up companions throughout the game with their own backstories, banter, romance possibilities, and potential quests as we did in Baldur's Gate and Planescape: Torment? If so, how much control will we have over companion advancement and equipment?Feargus: When we looked at whether to go the Icewind Dale route or the Torment / Baldur’s Gate route, we felt the latter tied much better into the focus we are going to put into the story and character development. We want the central character to be one that players will hopefully not just play through Project Eternity with, but into sequels as well. Like Torment and Baldur’s Gate, players will find companions to join their party – crafted by the incredible talents of Chris Avellone and Josh Sawyer. When it comes to how they will improve – that is something we are still considering and would love to hear what fans out there think. We invite anyone that is interested to come on over to our forums at http://forums.obsidian.net.
ajwz said:"spiritual succesor to BG"
"spiritual succesor to BG"