Obsidian Entertainment’s design director, Josh Sawyer, recently shared his thoughts on the future of the Pillars of Eternity franchise. In an interview with TouchArcade, Sawyer expressed his desire to create a new Pillars of Eternity RPG with a significant budget, similar to the scale of Baldur’s Gate 3. He discussed his vision for the game’s combat system, the camera perspective, and the overall user interface. Let’s delve deeper into Sawyer’s ideas and what they could mean for the future of the beloved RPG series.

Building on Pillars of Eternity II

Sawyer expressed his interest in expanding upon the combat system featured in Pillars of Eternity II: Deadfire. He praised the turn-based combat system introduced in Deadfire and acknowledged the positive feedback it received from players. With a larger budget, Sawyer envisions creating a high-production party-based fantasy RPG that emphasizes tactical gameplay. He believes that designing the game from the ground up for turn-based combat would allow for more intricate and nuanced battles, making it easier for players to understand complex mechanics such as affliction and inspiration systems.

A Budgetary Constraint

One of the key factors limiting Sawyer’s ability to fully realize his vision for Pillars of Eternity III is the budget. He mentioned that the budget for Deadfire was not substantial, and he has heard that Baldur’s Gate 3 had a much larger budget. If given a similar budget to Baldur’s Gate 3, Sawyer expressed enthusiasm for creating Pillars of Eternity III. A larger budget would enable Obsidian Entertainment to invest in high-quality cinematics and deliver a more ambitious and visually captivating experience.

The debate between turn-based and real-time combat in RPGs is a perennial topic. Sawyer’s preference leans towards turn-based combat, especially for complex RPGs. He believes that turn-based combat allows for a greater focus on intricate systems and statistical depth, making it easier for players to comprehend gameplay mechanics. Specifically, he cites player feedback regarding the affliction and inspiration systems in Deadfire, which players found more accessible and understandable in turn-based mode.

Sawyer also discussed the camera perspective and its implications for game design. He expressed his preference for a scripted 3D camera over a fully manual camera like that in Baldur’s Gate 3. He argues that a scripted camera would allow for a more controlled and specific perspective, streamlining the user experience. Sawyer emphasizes the importance of designing an intuitive interface that prioritizes ease of interaction, particularly in complex games like Pillars of Eternity. By reducing the complexity of the interface, players can focus more on the mental aspects of the game, enhancing the overall gameplay experience.

Josh Sawyer’s insights into the future of the Pillars of Eternity franchise offer a tantalizing glimpse into the potential direction of the series. With a larger budget, he envisions creating Pillars of Eternity III as a high-production value party-based fantasy RPG with an emphasis on turn-based combat. By focusing on clear and accessible gameplay mechanics and designing an intuitive interface, Sawyer aims to create a game that prioritizes the mental engagement of players. While the future of the franchise remains uncertain, Sawyer’s passion for Pillars of Eternity and his dedication to creating compelling RPG experiences bode well for the series’ continued success. Fans eagerly await any news about the next installment in this beloved franchise, and with Obsidian Entertainment’s track record, the future of Pillars of Eternity looks bright.

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