[Geraldo]10 years of Obsidian Entertainment, I noticed the anniversary. So what were your expectations when you founded it, what were you guys looking for?
[Chris] Our expectations were to carry on the type of roleplaying games that were done at Black Isle and sort of break away from the larger studio that was having difficulties at that time. I think Obsidian did a good job with that in terms of being able to do a wide range of RPGs including doing Dungeons & Dragons' games which we'd been doing at Black Isle at any event.
I think, however, with Eternity and Kickstarter, that's allowed us to return to our absolutely purest roots so I feel that things have come full circle in an absolutely wonderful way.
[Geraldo] For the future, it's Eternity, what do you see beyond Eternity?
[Chris] We'd like to do more games in the Eternity universe. We have the expansion plan, we'd also like to be able to do sequels to the franchise if the initial one sells well enough.
Also we'd like to branch the Eternity world to books and comics and other forms of media as well. That's worked really well for BioWare and a lot of other companies including inXile.
We'd like to, we still talk to publishers, we still do games for publishers, we wouldn't want to necessarily be exclusive to Kickstarter but if we can make our own funding and finance ourselves that's kinda the route we'd like to go down.
[Geraldo] You already touched on this on some of the sessions but how have been the experiences contributing to three different games, more or less at the same time, so Wasteland 2, Torment: Tides of Numenera and Project Eternity?
[Chris] The way it was structured was Wasteland 2 came first and I actually finished the design work for that late last year, so I was able to roll on to Eternity full time for that. And then with Torment the workload is much lighter than it is on either Eternity or Wasteland 2, and I've been able to do that at night and during weekends on my off time.