But we are trying to make sure that happens while the player is being introduced around the same time to the companions, because we're going to put a lot of the traditional story stuff into the companions, as it was with the Baldur's Gate games. Or maybe they want two Paladins, or three Paladins, or maybe they want a party of wizards. They obviously don't have the personality of the other character, but that was the thing they were trying to avoid anyway. I can't stand that character."įor those players, it would be kind of bad if they didn't have the opportunity to generate their own Paladin. Also we know that with companions, no matter how well we design them, if 80% of people like that character - they love that character - there's gonna be 20% of people who say "I really want to have a Paladin, but I don't want that character. But in that way, if the player has something very specific in mind, they can build whatever party they want. Once you have them, they're yours and you can use them and switch them in and out. And if you hire more adventurers, you're actually making more characters, but it does cost money to get those guys. You create your main central character, and then there are places throughout the game where you can effectively hire more adventurers. Josh: One thing that we're trying to avoid - we believe mostly for the benefit of the player when they first come into the game - you can't just create six characters from the beginning. It's like the Icewind Dale structure meets the Baldur's Gate structure. PC Gamer: Moving on to the companions, it sounds like you've got a mix of companions that have been written and have their own quests and motivations, and also space for characters that the player creates themselves. And Orlans, in this part of the world, many people view very poorly, because Orlans from a neighbouring culture were involved in a lot of atrocities, and so there's a lot of deep seated prejudice against them as being these bloodthirsty, murderous savages. Then you have a race like the Orlans, who are a new race we've made for Project Eternity. Other people are very prejudiced against them, very suspicious of them, or are just uneasy about it. So some people will react more like with amazement than anything: some people think Godlike are just fantastic and incredible. Looking at them right away, you can tell that they're not human. Godlike are very distinctive in appearance. Other times it will provoke a reaction from people. So those will sometimes open up options for you as a character in dialogue. Also where you're from, because you'll pick a background - so what part of the world you're from that's not here. So the character you play, a lot of people will respond to you based on things like race. PC Gamer: And will those conflicts will have an effect on your character, based on your customisation choices? For example, will NPCs have stronger reactions to you if you play as a Godlike character? So yeah, political things, conflicts in the history, ancient history, recent history, the continuing clash of cultures are all going to be at the forefront, because that makes for interesting conflict and for interesting choices for the player to make. That way it feels like you're having a bigger influence on the outside world, but the main story is still connected very directly to you. You should feel like your personal story is stepping into the larger story of the world, in that by resolving your personal conflict, you're also deciding how things are working out with these other groups as well. But we also felt - I can say I certainly strongly felt - that the events that are going on should tie into larger world events. A lot of people have responded very well to very personal stories from games like Planescape: Torment or Neverwinter Nights 2: Mask of the Betrayer, which are very personal stories. ultimately we wanted the story to be personal. It was important to us and, in the early times talking about this. Is that something we're going to see a lot of in the game? PC Gamer: Something you mentioned in the backer updates: a line about social and political complexities, which harks back to, for instance, Baldur's Gate 1 and the iron crisis.
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