Project Eternity - Interview @ LFG.hu
Chris Avellone has been interviewed at LFG.hu about Project Eternity:
Do moral decisions affect the plotline and how?
Decisions, moral or otherwise, have an impact on the plotline, factions, and companions. Without giving anything too specific away, we want the breadth of reactivity (personal and world-wise) to be along the lines of Fallout 2, Torment, and Fallout: New Vegas, all of which we felt were great examples of being able to make an impact on the environment.
Lastly, I wanted to clarify – “moral” decisions aren’t necessarily our focus. Sometimes the right way to determine the course of a nation’s growth or a person’s growth is to simply make decisions with what you know of the world and in accordance with your outlook as a player, and the choices you have to make can all seem equally valid in achieving the goal you desire – do you sternly punish someone who’s drifted from their responsibilities, or do you reach out a helping hand to lift them up? Which one might help the individual more in the end if you really want to help them? At that point, the decision becomes a personal one, and says more about you as a player rather than any attempt to game the system or force a good/evil result with a group, person, or faction.
Do you plan many possible companions you can add to your party or do you prefer less companions with rich background and personality?
We prefer to let the player choose. We have two different breakdowns in companions – one are the limited cast of extremely detailed companions (like Planescape: Torment and NX2: Mask of the Betrayer), but the player can also choose to either take no companions at all, or go to the Adventurer’s Hall (a stretch goal that was made possible by the players – thank you!) and recruit a selection of mercenaries there of their own choosing, not ours.
Information aboutProject Eternity
Release: In development