

Pillars of Eternity is a new intellectual property, but it is not the team's first rodeo. Their staff includes team members that worked on Fallout and Fallout 2, Planescape: Torment, Arcanum, Temple of Elemental Evil and Neverwinter Nights 2. There is perhaps no single studio in the world with more experience creating CRPGs than Obsidian. The result, Sawyer said, is a wholly unique and dynamic character stat and creation system.

It wasn't easy, Obsidian's Josh Sawyer told Polygon, but the next generation of computer role-playing games deserved better. So when the team at Obsidian Entertainment sat down to plan the design of Pillars of Eternity, one of their goals was to avoid just this kind of situation. The game simply led them - led me - astray.Īnyone who's played a computer role-playing game is familiar with the pitfall of "trap builds" as they're called. Rather than bury all that time (and bottle caps) into potentially over-leveling my characters for that one door, I just started over.īut that character, that party that I left behind? There was nothing wrong with them. My only option was to grind that party for four or five whole levels, dumping all of my earned experience fighting radscorpions and bandits into lock picking. There was literally nothing I could do to get the damned door open, and my story just stopped. It was at that moment, in that dirty digital basement, that I realized no one in my party had the right mix of stats or skills to move on. I forget where exactly, but it was after dozens of hours of play that my party ended up in the bowels of a dilapidated building somewhere in the wasteland trying to bust through a locked door. The first time I hit a dead end in a role-playing game came while playing the original Fallout. So they threw out the rules, and built their game from the ground up to be something better. The team behind Pillars of Eternity knew they could do better. You shouldn't have to put in hours of study to roll up a great character, and games shouldn't hinge on your ability to guess what combination of skills designers thought make the most powerful archetypes.
