Pillars of Eternity II - Evolution and Paradigm Shifts

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Josh Sawyer reflects on the development of Pillars of Eternity II: Deadfire at Digital Dragons 2019:

Josh Sawyer - Breaking the Mold RPG Evolution



This post-mortem of Deadfire will examine the assumptions the team made between the first game and the sequel, how expectations changed through the public beta, and what lessons they learned after the game was released. The talk will focus on narrative design, combat design, the ship combat system, and the decision to fully voice all dialogue. The end of the post-mortem will deal with post-launch support, including patches, features, and other DLC content.
More information.
 
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FF13 = paradigm shift = rubbish.
 
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Interesting presentation. A few surprises.

I think I would have preferred to see the ship combat system abstracted up one more layer so you just choose a tactical plan (5-7 choices) and let it play out, with an option to break off. But then other players would have complained it wasn't detailed enough.

Personally I could have lived without full VO. IIRC, D:OS2 didn't even add it until late in the development process.

I fully agree about the discord created by separating the primary plot from the faction conflicts. The game would have probably worked better with a starting character who later discovered the conflict between the gods, as in the BG series where you gradually learn about the bigger picture.
 
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I actually just played the game for the first time and lost interest again after about 15 hours, though the quests and exploring the first island was fun.
But there was quite a bit which...I didn't like: The turn based mode felt wonky and unpolished. Some abilities don't seem to make a whole lot of sense now. The AI seemed to have problems, aggroing enemies from far away seems to be an issue. But in general the turnbased combat just doesn't feel good. It feels like what it is: An afterthought.

But what I also didn't like is the story. I am not a fan of all this "dining with goods" thing in general. Hated the start of Divinity OS 1, where you are in a weird dimension and you are shown "the nothing" which you should fight now. POE2 pretty much geos the same round. Tells you all kind of weird abstract stuff at the beginning where you have no idea about. After doing the prologue section the first time, I watched the ending of my lets play of the first game (which storywise I didn't like for the last third or so) just to have a rought idea about the feverdreams called story in this game.
Man...I really like to just be an adventure, doing "real adventures" in the world instead of chasing gods.
Why can't other games go with the same as Blade of Destiny did: "You do not know any of this, when your ship reaches Thorwal harbor. You are dreaming of adventure, of the big city, of hearing your names proclaimed by the skalds and bards in all corners of the word..."
And not "Hey man, you are the chosen one, go hunt some gods and save the universe! Everything depends on you!"

The other thing which makes POE2 really unattractive is how much it is frontloaded with game mechanics.
In most games you can just learn "as you go". And while you can reskill in POE2 there are decisions about your class, subclass, multiclass which you cannot reverse. The game just hammers you with tons of minor mechanics right at character creation and to just get a glimpse of what you are actually doing you need to read up on external wikis and such. You have no idea what all of this crap means. While all the tooltips help, it's just a lot to take in. Would be ok in an MMO maybe where you then focus on your character, but once you finished you think like "oh crap...now I need to learn all other classes as well as soon as they join".
Don't get me wrong. I like lots of coices, and a deep character system. But I think ideally the game should start slow and easy and then build up in terms of game mechanics.
This wasn't an issue back then (mostly), when systems where extremely easy as in Eye of the Beholder, Dark Sun or even Baldurs Gate, where your choices are rather limited or you might even be familiar with the system before starting the game. Character creation in Realms of Arcania was annoying as well, but for completely different reasons (you had terrible dice rolls instead of terrible decisions).
Adding Subclasses and Multiclasses into the game certainly did not make the game easier to understand and get into.
It might be a nice thing later on, once you learnt the game. But imho it makes a terrible start.
 
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Nothing wrong with the character creation.

The problem is there's no longer 100 page manuals that you can read on the toilet and map out your character creation plan. :)
 
Nothing wrong with the character creation.

The problem is there's no longer 100 page manuals that you can read on the toilet and map out your character creation plan. :)

Hah, that was another thing where they kind of cheaped out.
There is actually a pdf manual (english only). The physical edition however only includes a noteblock for own notes.
 
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But there was quite a bit which…I didn't like: The turn based mode felt wonky and unpolished. Some abilities don't seem to make a whole lot of sense now. The AI seemed to have problems, aggroing enemies from far away seems to be an issue. But in general the turnbased combat just doesn't feel good. It feels like what it is: An afterthought.

As some of you would already know, I prefer RTwP over TB - this wasn't the case with Deadfire as I found RTwP absolutely messy. In saying that though, it's not like TB is fantastic either. What I finding so annoying is that the pathfinding was implemented so poorly that characters either get stuck and walk on the spot before running out of the movement or they push other characters out of the way instead of going around them.
 
Must everything be videos these days ? People seemingly have become too lazy to do transcriptions of speeches - but on the other hand I have never seen them in ages (and that might well be 10 years or so [as we have 2019 now] ).
 
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Must everything be videos these days ? People seemingly have become too lazy to do transcriptions of speeches - but on the other hand I have never seen them in ages (and that might well be 10 years or so [as we have 2019 now] ).

You know that there is a transcript function for subtitles on Youtube?? For the above video it looks like this

00:29
[Music]
00:36
all right so I gave this a very fancy
00:40
title breaking the mold RPG evolution
00:44
and paradigm shifts and pillars of
00:45
eternity two dead fire really what this
00:49
should be called is we tried to do some
00:51
new things and role-playing games some
00:52
of them worked and a bunch of them
00:54
didn't let's find out how all right what
00:58
in the heck is this talk about this is
01:00
ultimately it's a post mortem four
01:02
pillars of eternity two dead fire it's
01:05
about looking at the assumptions that we
01:07
made going into the sequel and what
01:09
proved right about those assumptions and
01:11
what proved ultimately to be very wrong
01:13
for those of you who are not familiar
01:15
dead fire is the sequel to pillars of
01:17
eternity these are both crowdfunding
01:19
games that obsidian entertainment made
01:21
there are four PC they're party based
01:23
isometric role-playing games in the
01:25
style of Dungeons & Dragons Arab I
01:27
Swindell Baldur's Gate and Planescape
01:29
torment they have a Dungeons & Dragons
01:32
style character development system so
01:34
you advanced over several levels with
01:36
different classes pick various abilities
01:37
as you go up in level we use 2d
01:40
backgrounds with 3d characters and
01:42
lighting systems and they were both made
01:44
in unity with our own proprietary tools
01:47
especially for game data editing and
01:49
dialogue what are we going to be talking
01:52
about so first we're going to talk about
01:55
the feedback that we received on pillars
01:56
of eternity because the feedback that we
01:58
receive proved to be the foundation for
02:00
our expectations for the sequel some of
02:03
that was good and some of it turned out
02:04
to be very bad changes that we made
02:07
based on that feedback and the reasons
02:08
for doing so and how we made those
02:10
changes I'm gonna talk a little bit
02:12
about the backer beta which was fairly
02:14
short the launch itself and what
02:16
happened after the launch I'm going to
02:19
go on to some controversial features
02:20
that we approached during development
02:22
some of these were controversial within
02:24
the team most of them are controversial
02:26
in the community but all of them are
02:29
worth talking about I think for for the
02:31
benefit of development in the future and
02:33
also a long-term post-launch support
02:36
last week sorry two weeks ago marked the
02:40
one-year anniversary of dead fires
02:42
launched we released our 5.0 patch
02:45
obsidian has become very dedicated to
02:47
doing long term support for its tight
02:49
especially pillars of eternity so we did
02:51
a lot of post launch patching and DLCs
02:54
and that made a big difference in the
02:56
long run little note here so I'm gonna
03:01
be talking about decisions that I made
03:03
that I'm completely responsible for
03:04
there are other decisions that were made
03:06
above my head it might sound like I'm
03:08
throwing people under the bus I am a
03:10
little bit but in order to actually do a
03:13
post-mortem on this and really talk
03:14
about the decisions that were made and
03:15
why I felt the need to sometimes refer
03:18
to decisions that were made above my
03:20
head because that will give you a
03:21
complete picture of what actually
03:22
happened during the development process
03:25
for those of you who do not know who I
03:27
am
03:27
I'm Josh Sawyer I'm the studio design
03:30
director at obsidian I started at Black
03:32
Isle Studios in 1999 I worked there
03:34
until 2003 I worked on primarily the
03:37
Icewind Dale series of games which is
03:39
one of the inspiration points for
03:40
pillars of eternity and dead fire
03:42
between 2003 and 2005 I was at Midway
03:45
San Diego working on a gauntlet game
03:47
that did not go super well then I went
03:50
to obsidian I've been there since 2005
03:53
either as a senior designer a lead
03:55
designer a game director and now for the
03:57
past few years the studio design
03:58
director currently I am between
04:02
directing projects I'm helping on
04:04
supporting internal teams as a studio
04:06
design director and I'm also working on
04:07
the pillars of eternity tabletop
04:09
role-playing game I did not expect I
04:11
would actually ever get a chance to work
04:12
on a tabletop role-playing game
04:14
professionally but now I am and it's
04:16
great so I'm going to talk about some
04:19
assumptions that we had going into the
04:22
sequel that's Sven bingo there by the
04:25
way we are in a space with divinity
04:28
original sin to kind of spend from
04:32
Larian it's a very great guy he's a very
04:34
forthcoming person with any data that he
04:36
has about the success of divinity
04:38
original sin and original sin - and one
04:41
of the things that came up when we were
04:43
talking with him is he had mentioned
04:45
that there was actually relatively low
04:47
overlap between the audience's for
04:49
original sin and pillars of eternity
04:51
which we thought was kind of interesting
04:53
but then again they are fundamentally
04:55
different games from a combat
04:56
perspective which is a big deal to a lot
04:58
of people divinity games are turn Bay
05:01
pillars of eternity is real time with
05:03
pause because that's what the Infinity
05:04
engine games were divinity original sin
05:08
to divinity original sin to the first
05:11
game reviewed well sold very well the
05:14
second game reviewed incredibly well
05:15
sold phenomenally well so we were like
05:18
well we reviewed and sold well so if we
05:21
have a similar approach to refining the
05:23
formula of the game we will review even
05:25
better and sell incredibly well Wow
05:30
wrong that did not happen but it worked
05:34
out pretty well anyway so now we're
05:35
going to talk about how we looked at
05:37
these criticisms and tried to move
05:38
forward
05:39
one of the first criticisms by the way
05:41
when I when I talk about these
05:42
criticisms
05:43
I'm only listing the ones that really
05:45
seem to come up a lot in user reviews
05:47
and in professional reviews there are
05:51
many many other complaints that are
05:54
totally valid that people could make
05:55
about these games but these are the ones
05:57
that kept coming up and we thought it
05:58
was very important to try to address
06:00
them one of the first is that combat was
06:02
hard to follow again
06:03
pillars of attorney was a real time with
06:06
pause game when Baldur's Gate came out
06:09
it was kind of a revolutionary that it
06:11
used real time with pause for RPG combat
06:14
for most people it was the first game
06:16
they had seen that used a system like
06:17
that
06:18
RTS a--'s were very popular in the late
06:21
90s early 2000s not very popular right
06:24
now
06:24
so when pillars of eternity came out
06:27
obviously all the veterans of those
06:29
games adapted fairly quickly but there
06:31
were a lot of people that had no
06:32
experience with this type of game the
06:34
pace of the combat was very fast and
06:36
there were a lot of problems that we
06:37
tried to address one of the things that
06:40
we approached was how we rendered a
06:42
visual effects as you can see from the
06:44
big mass of color in the middle of the
06:45
screen that's a couple of spells going
06:47
off what's going on under there who
06:50
knows um that was an experience that a
06:53
lot of people had playing pillars of
06:54
eternity where they would cast a spell
06:55
it would go off and then they would say
06:57
like I think someone's dying in there
06:59
but I don't know so we actually changed
07:02
our rendering pipeline to reduce that
07:04
visual noise and helped a great deal
07:05
we have unengaged a mechanic in the game
07:08
called engagement this is a crowd
07:10
control mechanic that tanks can use to
07:12
lock people down it proved to be
07:15
noisy in the original game you've had a
07:17
lot of UI feedback that was really
07:19
confusing to a lot of people so we made
07:21
changes to how engagement worked to just
07:23
reduce that overall clutter it also
07:24
helped to make the tank characters a
07:26
little more distinctive from the non
07:27
tank characters and then the most
07:30
controversial thing that we did is we
07:31
moved from a 6 character party to a 5
07:33
character party this was one of the more
07:36
criticized things in the game because I
07:39
Swindell in baldur's gate were 6
07:41
character party games and that felt very
07:43
traditional to a lot of people moving to
07:45
five characters just irritated a lot of
07:47
people but ultimately it was an
07:49
important change for us to make to help
07:50
make the combat easier to follow and
07:53
finally we had an AI customization
07:55
system the customization system really
07:58
added a lot both for players it allowed
07:59
them to build their own custom AI sets
08:01
but it also allowed us to do a lot on
08:05
the NPC side the monster side so for
08:07
players it made combat easier to manage
08:09
because they could automate a lot of
08:10
things and for us it allowed us to make
08:12
better AI behavior and that helped a
08:14
great deal this is just a contrast right
08:17
here this is a typical battle actually
08:19
that's not a typical battle that's a big
08:20
battle from pillars and here is a battle
08:23
from dead fire the visual effects
08:24
rendering changes made a big difference
08:26
there's a lot of visual clutter that's
08:27
gone from engagement and things like
08:29
that it did help a lot another criticism
08:33
is that the stronghold felt very
08:35
disconnected from the main story i think
08:36
that was a totally fair criticism
08:38
we included strongholds because people
08:39
liked strongholds and it turned out we
08:41
didn't have the resources to really
08:42
integrate them as well as we wanted to
08:44
so we decided to make the stronghold a
08:46
ship this was something that we argued
08:48
about for quite a while at first we
08:50
thought about doing multiple little
08:51
strongholds all around the archipelago
08:53
ultimately it seemed like it made more
08:55
sense to just say look you're gonna have
08:57
to travel by ship around the game let's
08:59
just make that your stronghold it's
09:01
necessary for traveling so you're gonna
09:03
keep going back there it's a convenient
09:05
place for all of your companions and
09:07
other little NPC buddies together so
09:09
that way if you want to swap party
09:10
members out you're always going to wind
09:12
up going back to the ship at various
09:13
points and it's very appropriate for a
09:16
pseudo age of sail game pillars of
09:18
eternity is not it's really not a
09:20
medieval game it's more supposed to be a
09:22
early modern game 16th century plus and
09:26
so going into the age of sail felt like
09:27
a natural
09:28
from the original game which was early
09:30
16th century another big criticisms that
09:33
the stronghold mechanics are boring also
09:36
can't argue with that
09:37
they weren't that interesting so we
09:40
added a ship crew and navigation
09:41
mechanics that was relatively
09:43
straightforward the crew was an easy
09:45
place to put NPCs that you found for
09:47
example if you had a quest that ended an
09:49
NPC might join your crew as a reward
09:51
that seemed like a really cool neat
09:53
thing to do and then we got into the
09:55
ship to ship combat system which is
09:57
again one of the more controversial
09:59
things that we added and we're gonna
10:01
talk about that later voiceover was very
10:06
inconsistent pillars of eternity is a
10:09
big role-playing game with tens of
10:11
thousands of lines of dialogue and it's
10:14
very expensive and it's very
10:15
time-consuming to voice all that
10:16
dialogue so we had partial vo for some
10:20
characters almost none of the characters
10:22
in the game actually had full voice over
10:25
this was not liked by a lot of people
10:28
only the chapter breaks were even
10:30
narrated so any of the prose text that
10:33
we wrote was just plain text that you
10:35
had to read streamers which were
10:37
starting to become very prominent in
10:38
about 2015 when this game came out they
10:41
really really hated seeing a lot of
10:43
unvoiced text and it turned a lot of
10:46
people off from streaming the game just
10:48
kind of frustrated people and right in
10:51
the middle of dead fires development
10:53
divinity original sin 2 came out and it
10:56
had Fulvio for everything so that set a
10:59
new standard I hate them for it they did
11:03
that though and we had to respond to it
11:04
we couldn't ignore it and we're gonna
11:07
get back to that too there were too many
11:10
trash fights partially my fault actually
11:14
largely my fault there were does
11:18
everyone know what a trash fight is it's
11:20
a fighting role-playing game where
11:21
basically it just feels like it doesn't
11:24
offer anything tactically or
11:25
strategically that's different from the
11:27
fights around it it feels like a waste
11:28
of the players time just to drain their
11:30
resource you go through a dungeon and
11:32
you'll have like you know every square
11:33
inch-- is populated by essentially a
11:35
carbon copy of a fight that you've
11:37
already seen there were a lot of these
11:39
unfortunately in pillars
11:41
so in debt fire we moved so that block
11:44
outs that people did for their levels
11:46
had to including counter maps so we
11:47
could see where the encounters would be
11:49
documents also had to define those
11:51
encounters so for example if someone
11:53
said well I only have three encounters
11:54
in this level and then we found out that
11:57
they were all essentially the same
11:58
encounter right so I cut one of those
12:00
encounters or change it or change both
12:02
of those encounters into something else
12:04
but a lot more work went into the
12:06
upfront design of saying please don't
12:08
flood every level with trash fights
12:10
because the players they just don't
12:11
enjoy it and then encounters received a
12:15
system design pass so we have area
12:17
designers area designers know the
12:20
systems of the game to a certain extent
12:21
but the fine tuning of combat was more
12:24
on the system design side so the idea
12:27
was when an area designer would put an
12:29
encounter in a level than we would later
12:31
have a system designer go through and
12:32
they would do a pass on tuning that
12:34
unfortunately there was so much system
12:37
design work to do that only a small
12:39
number of encounters received that
12:41
tuning passed prior to launch and that
12:43
turned out to bite us in the ass because
12:45
the game wasn't tuned very well the
12:49
environments felt too static again this
12:51
game was a 2-d game with 3d characters
12:53
in pillars of eternity
12:55
none of the vegetation was dynamic there
12:58
wasn't dynamic cloth really except for
12:59
on the characters the lighting felt a
13:01
little stilted and often the shadows and
13:03
the characters didn't integrate into the
13:05
background it got what I would call the
13:07
scooby-doo effect where you can see the
13:09
the moving characters that feel very
13:11
separate from everything else in the
13:12
scene we approach this in a couple of
13:15
ways
13:16
some of it was graphical and some of it
13:17
was behavioral so we added a new NPC
13:19
scheduling and behavior system
13:21
this allowed characters to sort of have
13:23
their own lives and routines it made the
13:25
environments feel more alive because
13:26
instead of characters just sort of
13:27
standing in one place all day long they
13:30
had their own routines that they would
13:31
go through this was mostly used in
13:33
cities and things like that but it was
13:35
also used for monsters and patrols and
13:37
then we did a lot of rendering work
13:40
together
13:41
it's funny because like once the game
13:43
got to this point its it kind of just
13:45
looks like a 3d game now that just has
13:47
an isometric camera but that background
13:49
is actually all 2d but it has 3d
13:51
lighting integrated into the 3d
13:53
characters and everything like that so
13:56
we move to physically based rendering we
13:58
moved from unity four to unity five it
14:00
seems like a no-brainer to go to
14:01
physically based rendering and start
14:02
using various tools to just make
14:05
everything look a lot better on the
14:07
character side we introduced vegetation
14:09
in cloth physics all the trees there in
14:12
the background those are all dynamic and
14:14
they blow with the wind the wind was the
14:15
dynamic element that would move cloth
14:16
and vegetation it added a ton a huge
14:21
amount of work went into unifying the
14:23
character shadows and lighting into the
14:25
world so that when shadow when
14:27
characters moved through darkness they
14:28
really felt like they were integrated
14:30
into the environment instead of being
14:31
separate from them we had a parallax Lee
14:34
excuse me we had a parallax layers
14:36
parallax layers obviously this is very
14:39
old technology going back to like 8-bit
14:41
games and even earlier where you have a
14:42
scrolling layer in the background or
14:44
multiple scrolling layers that move at
14:46
different rates of speed this is most
14:48
useful in areas that have great height
14:50
where there's a big distance to
14:53
something down below it was actually a
14:55
surprising amount of work to get
14:56
parallax layers to work given our weird
14:58
rendering stuff but it did add a lot in
15:00
the areas that we used it and then we
15:02
had a new water technology the water in
15:04
pillars one was basic and functional we
15:07
licensed a water technology called Seto
15:09
and then we altered it pretty
15:11
significantly it made the oceans look
15:12
really beautiful so that when you're on
15:14
the coast or on a ship which is a lot of
15:16
the places in the game the water really
15:18
looked great yeah so this is a criticism
15:24
of both games we did our best to try to
15:26
reduce them but it was a very difficult
15:28
challenge load times were very bad this
15:31
is especially difficult in areas where
15:33
you were going in and out of buildings
15:35
over and over we switched to a hub based
15:39
loading system so for example in a city
15:42
or any area that had a large interior
15:43
with several interiors we would take all
15:47
the child areas and cache some of the
15:50
data about those areas that when you
15:51
transitioned in and out that data was
15:54
already sort of pre-loaded that made
15:56
those transitions in big areas a lot
15:57
easier there was a ton of memory that
16:01
was being taken up in a ton of loading
16:02
that was happening with unity data all
16:04
of our gameplay data all of our spells
16:06
all of our creature
16:07
were in unity asset bundles and we would
16:11
load those dynamically every time we
16:12
would load into an area that was very
16:15
time-consuming expensive so we moved all
16:17
of that out of the unity editor into our
16:20
own standalone editor that was using XML
16:23
or JSON so it's text all that stuff
16:25
would load at the start of the game and
16:27
that that helped eliminate a lot of the
16:29
load time as well and then finally the
16:32
save load system was rewritten this
16:34
might not seem like that big of a deal
16:35
but when we rewrote the save load system
16:39
we also reauthorization trying to reset
16:51
all these variables and do all this
16:52
crazy stuff companion reactivity was bad
16:57
I think people liked our companions
16:59
overall but there was a lot of plate
17:01
there were a lot of places where
17:02
companions either wouldn't react to each
17:04
other NPCs wouldn't react to them they
17:07
wouldn't leave the party it was kind of
17:09
like it felt like they were always along
17:11
for the ride but they weren't really
17:12
fully integrated into the game as well
17:14
as they could have been because obsidian
17:16
is known for writing this is something
17:18
that we thought was very important to
17:20
address so right away we had more
17:22
in-depth budgeting for writing what I
17:24
mean by this is that all the writers sat
17:26
down and we said okay how big our
17:28
companion is going to be how are we
17:30
going to break up the writing
17:31
responsibilities in terms of their hubs
17:34
which is their main question node their
17:37
interjections in conversations their
17:39
banters with each other the
17:41
relationships you can have with them
17:42
their personal quests so we broke those
17:44
down into ranges of nodes nodes are the
17:47
unit of measurement that we sort of
17:49
talked about when we talk about how much
17:50
writing there is to do for a character
17:51
and we budgeted that very early we also
17:55
staged the writing so on most of the
17:58
games I've worked on all the companion
18:00
writing was done very late in
18:01
development usually because we reasoned
18:04
oh well when it's done very late then we
18:07
can react to everything that we've
18:08
written earlier in the game the problem
18:10
was companions are huge and that's an
18:12
enormous amount of work so after we did
18:15
the budgeting we also broke up the
18:16
writing for companions into three phases
18:18
that made the most sense for development
18:21
this removed an enormous amount of
18:22
burden from us because we could focus in
18:24
each stage development on a different
18:26
aspect of companion writing and it made
18:29
the the tail end of a companion writing
18:31
a lot easier for everyone we also
18:35
include a companion leave conditions
18:36
companions were no longer going to
18:38
follow you to the ends of the earth if
18:40
you pissed them off they would get into
18:42
an argument with you they might just get
18:43
up and leave immediately but they were
18:45
unique to each character and it added a
18:47
lot of sort of depth to them that was
18:50
lacking in the first game and then the
18:52
final thing is that we added a new topic
18:53
system with reactions and relationship
18:56
break points this did not work very well
18:59
I think it was a cool idea and I'm gonna
19:02
talk more about it later a lot of people
19:07
criticized that it had a very slow start
19:08
pillars of attorney had a very slow
19:10
start and your motivation was very
19:12
ambiguous the mean villain of the game
19:15
was kind of hidden for most of pillars
19:16
of eternity he was a very cool villain
19:18
Theo 6r Catan but exactly why he was
19:22
doing what he was doing and why you were
19:23
chasing him was not super clear so from
19:27
the beginning of data fire pacing was a
19:28
priority the very beginning of the game
19:30
is your castles destroyed and this God
19:32
breaks his way out and you're almost
19:34
killed and then the god of death holds
19:36
your soul ransom and says please go find
19:38
athis or I'll just snap your soul into
19:40
nothing so very clear very clear
19:43
motivation for why you're doing what
19:44
you're doing
19:46
áthis this big big dude with the glowing
19:48
forehead he is the main antagonist he's
19:50
obviously the main antagonist right away
19:52
and we did iterate on the pacing a lot
19:55
so especially at the beginning of the
19:56
game there were a lot of times where we
19:58
would go and we would cut out small
20:00
loops we would cut out notes of dialogue
20:02
just to make sure that the introduction
20:04
to the game was a lot faster and
20:06
smoother than it was four pillars one
20:09
the factions were underdeveloped in
20:12
pillars one for those of you who played
20:15
pillars one you meet the faction
20:17
starting at act two and defiance bay and
20:19
when you leave defiance bay you will
20:21
never see those factions again and if
20:24
you play something like Fallout New
20:25
Vegas the factions are present almost
20:27
from the beginning of the game all the
20:28
way to the end so that was a misstep
20:30
dead fires factions are there pretty
20:33
much throughout the whole game
20:34
as soon as you get to ma che island do
20:37
you meet the wana you eat the prenup or
20:39
not the Prince PU meet the villian
20:41
trading company shortly thereafter you
20:43
meet the principie and then the royal
20:45
dead fire company so very early on you
20:47
meet all four of the factions and
20:49
they're there with you almost literally
20:51
up to the very end of the game so we did
20:54
a much better job of including the
20:55
factions they're also central the
20:57
political conflict of the dead fire but
21:00
that did confuse the plot this is my
21:02
fault I have to take full responsibility
21:04
for this so we had this very strong
21:06
start with athis going blank I'm in the
21:09
knees you know like going across the
21:11
ocean and the gods like you got to
21:13
follow that dude and then as you're
21:14
following him there are all these
21:16
factions that are fighting over the dead
21:17
fire and players logically we're like so
21:21
I'm following that guy it seems like
21:24
there's a lot of fighting going on here
21:25
am I supposed to be helping figure out
21:26
who controls the dead fire or how does
21:29
this tie together and I didn't do a very
21:31
good job of actually tying those things
21:32
together there were two cool plot points
21:34
that didn't mesh very well but overall
21:39
we did a lot more planning and plotting
21:40
about what the factions should do I
21:42
think that helped a great deal and every
21:45
faction had a companion champion this
21:46
was extremely important so all the
21:48
characters at the bottom are associated
21:50
with a faction and they have very strong
21:52
feelings about that factions role in the
21:55
world depending on the alliances you
21:57
make some of those characters might
21:58
leave you for example pala Jeana is
22:00
extremely sort of hard-ass about being
22:02
dedicated to the villian trading company
22:04
but there was actually something that a
22:06
long time ago Chris Avallone had made a
22:08
very strong point where it said like you
22:10
should always have a companion that is a
22:12
mouthpiece for one of the factions in
22:13
your game so we did a better job of that
22:15
in this game we did have a backer beta
22:18
we had a backer beta on pillars one as
22:21
well there are some tricky things about
22:23
backer betas it's very limited content
22:26
and it's a very limited audience I think
22:28
anyone who's done early access also
22:30
knows that there are dangerous to this
22:31
for those of you who want to do this
22:33
type of thing understand that your
22:36
audience is self selected to the most
22:39
hardcore enthusiastic people they give
22:42
very good feedback but it is also
22:43
feedback for psychotic gamers like they
22:47
have the most
22:48
strongest opinions they're like they're
22:50
gonna just grind your game into the dust
22:52
it is very valuable but it can kind of
22:55
skew your understanding of how your game
22:57
plays for a wider audience um also the
23:00
longer a beta goes on it becomes a well
23:02
trod path um that content that you put
23:05
out unless you're gonna put out a bunch
23:06
of new content every time you update the
23:08
backer beta people are gonna just run
23:10
that over over and over and over again
23:12
and it can lead to a very strange
23:14
perception of difficulty for example or
23:16
quality of writing because no writing
23:19
really seems that great if you've seen
23:21
it 20 times so there's a little bit of a
23:23
problem sometimes with content that gets
23:25
overused and over iterated on for us we
23:29
didn't have we didn't have any companion
23:32
or stories elements in the game we
23:34
wanted to keep that under wraps so we
23:35
didn't get feedback on that also our
23:38
this is our earliest content and that's
23:40
often the the worst content and
23:42
sometimes it's the hardest to iterate on
23:44
I know a lot of times I've worked on a
23:47
game and the very first stuff you do not
23:49
only is it sort of bad in execution but
23:52
when you get under the hood it's such a
23:53
mess that if you try to like pull out
23:56
and redo it it's a problem so sometimes
23:59
backers can get the sense that you
24:01
aren't really doing very much with the
24:03
content when in fact it's just hard to
24:05
do anything with it
24:06
it also personally warped my sense of
24:09
difficulty because I actually had this
24:10
opposite effect where because everyone
24:13
who's playing the backer beta was really
24:15
good and aggressive and they played it
24:18
so many times and they said all this is
24:19
so easy I was like you're just saying
24:22
that because you're a super crazy gamer
24:23
and you've already played this 20 times
24:25
I'm sure the difficulty is fine wrong it
24:28
was not fine it was actually really easy
24:30
which we found out when the game came
24:32
out so what we heard in the back row
24:35
beta a lot of the new mechanics were
24:37
confusing or punishing we did get great
24:38
feedback on that we made a lot of good
24:40
changes based on player feedback one of
24:43
the big things is that everyone just
24:44
moved way too fast this was also a
24:46
criticism and pillars one that we didn't
24:48
I didn't really heed as well as I should
24:49
have we did slow characters down a lot
24:52
just physical movement speed and the
24:55
shifter ship combat sucked we're gonna
24:57
get back to that but people were like
24:58
this sucks and we're like how about this
25:01
iteration that
25:02
sucks - how about at the game launch it
25:05
still sucks and there are a lot of
25:07
technical issues so it was worth doing
25:09
they did really find a lot of stuff both
25:12
from a gameplay perspective and also a
25:13
technical perspective that helped the
25:15
final game in the long run so the game
25:20
came out yay
25:22
well I'm not going very fast time I'm oh
25:25
well so what are we here the game is way
25:27
too easy there were lots of performance
25:30
problems the Fulvio was awesome everyone
25:34
loved it the main plot was too short
25:36
which is sort of true if you just crew
25:39
straight through it can be a very short
25:40
experience the game itself is very big
25:42
there are ambiguous stakes in the main
25:45
plot again there is this confusion
25:46
between the main plot and the sort of
25:49
the factional plots the companion
25:51
relationship mechanics were crazy and
25:53
didn't make any sense at all and a lot
25:56
of people we had these minor characters
25:58
called sidekicks they weren't full
25:59
companions a lot of people they always
26:02
want more companions so we had added
26:04
these mini companions we said we can't
26:05
write full like we can't write 10 full
26:08
companions so here's a couple of minor
26:11
companions called sidekicks and people
26:12
are like we want them be full companions
26:14
why did you include them at all
26:15
which you know is questionable I still
26:18
think that the game is better for having
26:19
them but people did want them to be
26:21
fully fleshed out Hey
26:23
another the ship ship combat is bad the
26:25
reviewer said it was bad the players
26:27
said it was bad so in the short term
26:30
after launching there were a couple
26:32
things that we couldn't really do
26:33
anything about anything that had to do
26:35
with the main plot and the villain you
26:37
know that's that's my fault
26:39
that's how I wrote the main plot of the
26:41
story there's not a whole lot you can do
26:43
in the short term to fix you know it's
26:45
just sort of fundamental structural
26:46
issues with the game and the story
26:48
ship-to-ship combat we did make changes
26:51
to the UI we made balance changes that
26:53
helped again though fundamentally people
26:56
who didn't like the system just we're
26:57
never gonna like it the companion
27:01
relationships
27:01
seemed all over the place the tuning was
27:03
really crazy so we did we did some
27:05
tuning we did some new tagging of
27:07
relationships I'll go into that the most
27:10
important thing I think we did is that
27:12
we displayed a record of changes between
27:14
your companions relationships
27:16
because a lot of times people would get
27:17
to a point where they'd say like why do
27:18
these characters hate each other I have
27:19
no idea why
27:20
so the companion relationship page would
27:22
actually show all of the steps that had
27:24
led to that point there wasn't any
27:27
silver bullet for performance
27:28
optimizations we did what we could but
27:30
we found that in a lot of cases our AI
27:32
especially in big areas like NACA taça
27:35
the main city was just really atrocious
27:38
there wasn't an easy way to split those
27:39
levels up we didn't want to pull a lot
27:41
of NPCs out and potentially screw things
27:43
up so that was difficult to deal with
27:45
and then difficulty there were two
27:47
things that we did if we found what I
27:48
call the tall blades of grass we would
27:50
cut those so people hate this people you
27:54
everyone knows that people hate this so
27:56
do it as early as possible if there's
27:57
one character build that is just
27:59
ludicrously powerful and like nine out
28:02
of ten people use it because it's just
28:03
such a joke while at the same time
28:05
saying I hate how easy this game is nerf
28:08
that build like very quickly just change
28:11
it cut it out as quickly as you can
28:14
the other stuff that we did is we
28:15
started doing all the encounter tuning
28:17
that we should have done earlier so now
28:21
we're going to talk about controversial
28:22
features the five character party again
28:25
we had feedback that combat was hard to
28:27
follow larger parties usually mean that
28:30
there are more enemies in the battle
28:32
makes sense
28:34
pillars characters are more active than
28:36
characters in Baldur's Gate and I
28:38
Swindell on average characters like
28:40
fighters and rogues and Rangers in the
28:42
old infinity engine games didn't have a
28:43
whole lot to do in pillars potentially
28:45
they have a lot more to do that means
28:47
that you're spending a lot more time
28:48
managing every character we found that
28:51
our UIs were cramped by the in the HUD
28:55
area and in the inventory they're really
28:57
cramped by having six characters also we
29:02
followed the same sort of approach that
29:03
Baldur's Gate and torment did where you
29:07
start with the main character and you
29:08
add more characters over time one of the
29:11
struggles with a system like that is
29:12
that you have to work very hard to keep
29:14
the players attention with regard to
29:15
pacing you're starting with one
29:17
character doing a very small number of
29:19
things then you have to then you have
29:22
three than you have for then you have
29:23
five as you're getting more characters
29:25
they're advancing in levels and they're
29:27
getting more things to do per character
29:28
so does this really
29:29
crazy explosion of potential maintenance
29:31
that you have to do so this is a big
29:33
challenge in pillars of eternity you
29:36
would usually get a dare as your first
29:38
companion followed shortly by a LOF or
29:40
vice versa
29:41
the last companion most people got was
29:43
sigani and because she was a ranger she
29:45
actually added two characters so your
29:47
party was 7 which was just a lot to
29:49
manage and a lot of times we heard
29:52
people give feedback they said I always
29:54
forgot about one character there was
29:55
always one character in a battle that I
29:57
just like I just forgot what they were
29:58
doing they were just Auto attacking over
30:00
in a corner you know like shooting their
30:02
wand or whatever and that didn't seem
30:04
great so implementing this was actually
30:07
really easy we were already planning on
30:09
rescanning the HUD and UI anyway
30:11
lowering the party limit was not hard
30:13
the battle sizes came down we had fewer
30:16
enemies per fight because there were
30:18
fewer characters to fight against and
30:20
with all the other changes that we had
30:22
made based on previous feedback the
30:24
combat had become a lot easier to follow
30:26
the reception to this a lot of people
30:30
grumbled about it grumbling though
30:33
here's the thing it's ok like if
30:36
someone's like oh that's dumb I don't
30:39
like it but they're not like really
30:40
angry if it actually is making a good
30:43
change in the game just just do that
30:45
just keep going there were some people
30:47
that really really really were mad like
30:49
I'm not playing this game it has fewer
30:52
than 6 characters which is you know a
30:54
weird thing in this world to be that mad
30:56
about but there were some people that
30:59
really didn't like it and that's just
31:00
how they how they felt um
31:02
the logic was like well baldur's gate
31:03
nice when Dale had 6 character parties
31:05
Ergo and pillars won at a 6 character
31:08
party ergo kind of ignoring the fact
31:10
that we had received all his feedback
31:11
like wow this is a lot to manage overall
31:16
people said that the combat was easier
31:18
to follow so what I do it again yeah
31:21
probably I mean a lot of it depends on
31:23
the way your combat is structured if we
31:26
didn't have real time with pause combat
31:28
maybe six characters are fine maybe
31:30
maybe 10 characters are fine go play
31:32
some battle brothers get 12 characters
31:34
in there you know like who cares
31:35
you could have huge battles if you
31:37
really want to but a lot of it depends
31:38
on the context but for this game I would
31:40
totally make the choice again
31:42
the companion relationship mechanics I'm
31:45
gonna dive a little bit into the weeds
31:46
here just because there's a murky system
31:49
here that was very confusing and
31:50
frustrating for people what are you
31:52
talking about the companion relationship
31:54
mechanics so the way that companions
31:59
would change their relationship to you
32:01
and to each other was largely through
32:02
the system called topics so you see
32:05
these little icons around palutena here
32:07
they represent things like being
32:08
prevailing Republic or pro-ana man see
32:11
or anti-religious these are things that
32:13
she likes she likes people that are
32:16
anti-religious she likes people that say
32:18
Anna man she is cool every time a
32:20
character says something that's tagged
32:21
with that topic she goes yeah and
32:24
they're sort of like in a procedural and
32:26
not on a moat but basically a reactive
32:28
line or pal Geno's like yeah and and
32:32
then her reputation goes up with that
32:33
character and then over time that builds
32:37
toward a break point either positive or
32:39
negative and then once you hit that
32:41
break point you know there's an
32:42
emotional sort of explosion the
32:44
character is like I think you're awesome
32:46
thanks for being so great and hating
32:47
religion or they say like you know like
32:50
I love you you're the best and then you
32:53
as the player can either interact with
32:54
that or just say mm-hmm
32:56
sorry I don't want to deal with it which
32:59
actually a lot of people did there were
33:01
certain conflicts where players are just
33:02
kind of like back away and let things
33:04
take their course
33:05
so what problem was I trying to solve I
33:08
believe that there is a space between
33:11
doing purely hand scripted reactivity
33:14
for characters and things that feel more
33:16
topical and I don't want to say
33:18
procedural but a little more
33:19
mechanically driven if you look at
33:21
something like fallout 4
33:22
you have companions that will react to
33:24
things like picking locks or stealing
33:25
which are sort of devoid of context and
33:28
that's mechanically driven on the other
33:30
hand if you have a thing where
33:32
characters only respond to very specific
33:34
lines that every character says that's a
33:37
lot of work and it feels very special
33:38
Casey like you have to take certain
33:40
routes through the game to hit a certain
33:42
breakpoint with a character so what this
33:45
was trying to do is say hey there are
33:46
all of these topics that people talk
33:48
about throughout the world let's use the
33:50
fact that the player makes hundreds of
33:52
dialogue choices that sort of intersect
33:54
these topics
33:55
and companions make tons of offhand
33:57
comments and use that to do mechanical
34:00
work behind the scenes so the player
34:02
will feel that it's a more organic way
34:04
of building a relationship so that when
34:06
two characters decide that they're
34:08
buddies or they hate each other's guts
34:09
the players like make sense because
34:11
every time this character keeps saying
34:13
something that's anti-religious this
34:14
other character keeps going mmm until
34:18
they just explode and go crazy and the
34:20
players like yeah I saw that happening
34:21
makes sense so the implementation was
34:24
actually really easy the mechanics of
34:25
this were very straightforward um but
34:29
the designers had a difficult time
34:31
really understanding it part of that is
34:33
because I designed a system that was
34:34
probably one layer of complexity beyond
34:37
what it needed to be you had a lot of a
34:40
lot of adjustability and fine-tuning
34:42
that ultimately proved to be very
34:44
difficult to wrap your head around it
34:46
tuning was very difficult for a number
34:49
of reasons so again the goal of this is
34:51
to produce something that feels natural
34:52
and organic so that's a feeling and
34:55
trying to get that result with a
34:57
mechanical system can be very tricky but
34:59
how nodes are tagged as arbitrary for
35:03
example anti-religious what counts as
35:06
anti-religious that's a subjective thing
35:09
racist what counts as racist that's also
35:12
a subjective thing we also had strengths
35:15
to that this is a minor racist comment
35:17
this is a major racist comment to
35:19
different designers can interpret those
35:21
very differently it's not resulted in a
35:22
lot of ambiguity between those things
35:25
the values on individual topics were
35:27
largely arbitrary so you know you'd say
35:30
like ah well this topic comes up about
35:33
15 times in the game so it's 8 points
35:35
per thing this topic comes up five times
35:37
so it's 20 points per instance that was
35:40
done for flexibility but ultimately it
35:42
was just very difficult for people to
35:44
wrap their heads around an organic
35:46
system is hard to test that's part of
35:48
the point is that if you take a
35:49
different route to the game you can
35:50
arrive at that relationship through a
35:52
different way and what feels good is
35:55
ultimately subjective so someone might
35:57
say yeah this feels totally great and
35:59
another person might say this feels
36:00
completely rushed or fast or why is it
36:03
taking so long for this character to
36:05
react to the choices that I've made so
36:07
the reception
36:08
not good this did not go well there were
36:12
lots of behaviors that were just way out
36:14
of whack um
36:15
Alif was one of them al Hoff came across
36:17
as this supercritical like he would just
36:20
he was constantly frowning and like
36:22
being mad about almost everything you
36:24
did and it was because his topics were
36:26
marked very correctly but the instances
36:29
of that were just so frequent that you
36:30
were just constantly seeing a lot like
36:32
threat about everything you did which
36:34
was not really the intention and then
36:36
the other one that came up is that show
36:38
D and palutena had these like terrible
36:40
conflicts um show D is a priestess pala
36:43
Geena hates the gods and all religion
36:45
and there were a couple of places where
36:47
you could like have showed in your party
36:49
get pala Geena and then go into her hub
36:51
and be like tell me about yourself
36:53
palette you know and she's like well I
36:54
hate the gods also I think all priests
36:56
are stupid morons they're complete idiot
36:58
it's unlike Bing Bing Bing Bing Bing and
37:00
so over and over again show Dee is just
37:02
like going crazy and then after five
37:05
minutes of going through palo jeana's
37:06
hub you could exit and showed he would
37:08
immediately explode on this person that
37:10
she met five minutes ago that was not
37:12
intended but that's how it worked so the
37:16
goal is to be more organic and natural
37:17
but these failures felt especially
37:19
artificial they felt like really really
37:22
bad so it was the complete opposite of
37:23
what I wanted would I do it again only
37:27
if I simplified the system I do think
37:29
that there is a cool thing that was
37:30
going on there but it was just too
37:32
complicated for people to use it's
37:34
entirely my fault I did want to try a
37:36
new system I think we learned important
37:38
things from it and it could be valuable
37:40
in the future if it were tuned much
37:42
better ultimately I feel like sometimes
37:46
you have to go too far to know where the
37:47
limit is I found it now we're going to
37:51
talk about ship-to-ship combats this is
37:53
very controversial this is the UI for
37:56
ship-to-ship combat so instead of having
37:58
like a thing on the open seas where
38:01
ships would fight when two ships
38:03
encountered each other you would do this
38:05
turn-based minigame that was abstracted
38:07
you had your ship position relative to
38:09
the other ship at the bottom
38:10
you had turns that went in sequence this
38:12
was very abstract this is very bored
38:14
gamey also very disliked by a lot of
38:19
people I thought it was fun but I could
38:21
tell that a lot of people are not
38:22
like it as soon as the ship became the
38:26
stronghold I remember very clearly I
38:29
said hey guys let's not turn this into
38:32
the pirate game and that is exactly what
38:34
it became so it's a it's a ship minigame
38:37
where you maneuver around and blast each
38:39
other it seems very logical I have a
38:42
ship there are other ships sailing
38:44
around I should be able to shoot cannons
38:45
at them okay I guess that makes sense
38:48
it's a cool idea maybe for some people
38:51
if you like this style of presentation a
38:53
lot of people really did not so how do
38:57
we implement this it really is a full
39:00
game within a game like you could have
39:01
we could have had like a whole indie dev
39:04
studio just make this game it seems very
39:06
simple but there is like so much stuff
39:08
going on in it it's a ton of stuff it
39:11
really could just be a game on its own
39:12
not a very fun game for a lot of people
39:15
but a game it took us a huge amount of
39:17
resources to get to alpha feedback was
39:20
very negative on the team they were like
39:21
we don't like this there are a couple
39:23
people that did I actually thought it
39:24
was had promised even more resources
39:29
went into the first iteration on it and
39:30
the feedback was still extremely
39:32
negative so at that point I said goodbye
39:37
this feature has to go away it's it's
39:40
quicksand it's if you've been in
39:42
development long enough and you see like
39:44
people just keep marching into this pit
39:46
and disappearing and then you just keep
39:48
sending more people into the pit and
39:49
nothing's getting better that's
39:51
quicksand
39:52
it's a quicksand feature and so I cut it
39:54
and my boss brought it back as a
39:57
crowdfunding goal this is where throwing
40:01
people under the bus happens
40:03
I said hey man I think this is going to
40:05
be really expensive and really difficult
40:07
and I don't think a lot of people are
40:09
gonna like it
40:10
but he brought it back as a crowdfunding
40:11
goal and so we were gonna do it it was
40:15
the most expensive feature in pillars of
40:18
eternity two dead fire in terms of dev
40:21
time and money spent it was a drain on
40:23
every department especially testing but
40:25
every other department had to contribute
40:27
to it it never really seemed to satisfy
40:30
players I think this was the thing is
40:32
that there were players that really
40:33
liked it I liked the system I thought it
40:36
was pretty fun but there was a big
40:37
portion of our players who were like I
40:39
hate the whole system they hate the
40:41
presentation they just they just hated
40:43
the whole thing quicksand
40:46
yeah it just it always seemed to need
40:48
more stuff so the reception to this was
40:52
technically mixed because again there
40:54
were people that really did like it
40:56
most people hated it lots of reviewers
41:00
it was the most criticized feature in
41:01
the game it was a very abstract system
41:04
with limited mechanics would I do it
41:06
again no way like again it's not that I
41:10
don't think that I don't it's not that I
41:12
personally don't think it's fun is just
41:13
that for something that most players
41:16
will have to engage with knowing that
41:18
many of the people playing the game were
41:19
never going to like it I would not do it
41:22
again because ultimately this is the
41:25
fantasy we needed to deliver on which
41:28
was deck to deck combat we already had
41:30
that remember this this is what we
41:33
showed players you'd be doing you would
41:34
be shooting people in the face at
41:36
point-blank range like I did really want
41:39
to get tentacles attacking your ship I
41:40
never got that so sorry about that but
41:42
ultimately fighting on the deck of the
41:44
ship this that's what we essentially
41:47
showed the player that we were going to
41:48
do and that's what we needed to do the
41:50
ship to ship stuff I think just wound up
41:52
being a lot of time full voiceover
41:55
alright I'm rushing through these guys
41:57
so as I said before divinity original
41:59
sin to set a new standard we had a lot
42:02
of internal debate about Fulvio I
42:03
thought it was too late because it was
42:07
halfway through development and we did
42:08
not start off thinking that we were
42:10
going to be able to that we were going
42:12
to do Fulvio we were going to do a lot
42:14
more vo
42:15
but not fooled you I was the only person
42:18
really on that team that had previous
42:19
experience working on a game of Fulvio
42:21
which was Fallout New Vegas and that was
42:23
65,000 lines of dialogue and it was a
42:26
ton of work so what I said is let's do
42:29
full view in the early game and not do
42:31
side characters in the later game let's
42:33
like you know sort of hedge our bets and
42:35
just and manage that I was overruled
42:37
that the owner levels owners believe
42:39
that we really really really needed
42:40
Fulvio so we did it
42:43
Fulvio implementation critical role came
42:46
out to do the major character voices
42:47
which was very very cool when we had to
42:51
do prep that was with to production
42:53
milestones left so people are going hey
42:56
why aren't the writers writing anymore
42:58
I'm like because they're recording vo
43:01
and that takes all of their time for a
43:04
game that has again tens of thousands of
43:06
lines of dialogue we were recording
43:08
across three time zones including two am
43:11
recording sessions which were very very
43:13
bad if people missed sessions either due
43:16
to being very sleepy or overlapping we
43:20
would get casting and recording errors
43:21
and then we would need pickups or we'd
43:22
have to just live with bad vo initially
43:26
the owners would not move the schedule I
43:28
will go on record here as saying this
43:30
was the most intense personal pressure
43:32
I've ever had on a project and that
43:33
includes shipping Fallout New Vegas in
43:35
18 months so this was extremely
43:38
extremely fatiguing and draining took me
43:43
to the breaking point this was very very
43:44
difficult to get through
43:45
eventually the schedule was pushed by
43:47
two and a half months we needed that
43:49
there was just no way we were gonna get
43:50
the game done without that extra time so
43:52
we did get that extra time and we got
43:54
through it how did it go over
43:58
I went over very well people loved it
43:59
streamers reviewers players loved it
44:02
critical role added a huge amount is
44:06
this a hard limit am I gonna die if this
44:09
timer runs out I guess I'm gonna find
44:11
out would I do it again absolutely not
44:14
under these same circumstances even
44:16
knowing how much Fulvio added to the
44:18
game knowing that we were not going to
44:20
get the extra time initially I would
44:22
never do that
44:23
it was extremely demoralizing for the
44:25
narrative team and it put everyone under
44:28
a huge amount of
44:28
stress I would I would still advocate
44:30
the same partial VL solution with proper
44:32
time yes because now it's an expectation
44:35
which kind of sucks but that's what it
44:37
is
44:37
oh my god many times up
44:41
post-launch the dlcs seeker Slayer
44:44
survivor beast of winter and forgotten
44:46
sanctum I think the DLC teams did a
44:48
really fantastic job these games are
44:50
much more focused than the original game
44:52
awesome teamwork they did awesome job I
44:55
just want to call out all the work that
44:57
they did is being very very very good
44:58
there was internal debate about doing a
45:00
big expansion versus three DLCs owners
45:03
wanted to do three DLC so that's what we
45:05
did or rather what the expansion team
45:07
did it was better than doing the split
45:10
x-mansion
45:11
but it was still very stressful doing
45:14
three DLCs on a tight schedule is very
45:15
hard lots of overhead for every single
45:18
launch because if you do three DLCs in a
45:20
row you're essentially launching three
45:22
products and then you're supporting each
45:23
one of them as you go on alright in the
45:26
long term difficulty we made lots of
45:30
balance changes over months and months
45:31
and months of time we also tuned almost
45:33
every crit path in major side area and
45:35
the game encounters that's work that
45:36
should have been done early on we had a
45:39
god challenges these are optional
45:40
gameplay modes that made the game more
45:42
difficult for example ma grens challenge
45:43
made it's that you had limited time to
45:46
pause the game and in turn based mode
45:48
which we added later your turns would
45:50
actually run out and just skip Macbeth
45:52
God challenge any character knocked out
45:54
for more than 10 seconds would die so
45:56
these are pretty significant gameplay
45:58
challenges we added 11 overall and then
46:00
an ultimate that wrapped it up that was
46:01
very cool we continued iterating on the
46:04
ship UI we did actually include
46:07
narrative changes to explain some of the
46:08
narrative shortcomings these were
46:11
included in the 5.0 patch I think people
46:13
have received them very well again it's
46:15
my fault that it wasn't clear to begin
46:16
with but we did try to address it in the
46:18
long run and then finally those
46:20
sidekicks those miner companions they
46:22
did each get expanded into sort of a
46:24
mini companion with the DLCs again I
46:26
have to thank the DLC team for doing
46:28
great work here
46:29
Edwin Edwin Constantine and Ficino each
46:32
got expanded into a mini companion with
46:34
their expansions or with their DLCs the
46:39
biggest thing that was added post-launch
46:41
that made the biggest difference over
46:42
was turn-based combat this was the thing
46:44
that we didn't do from the beginning
46:45
because the Infinity engine games are
46:48
real-time with paws but about a billion
46:50
people bought divinity original sin too
46:52
so let's give it a whirl um this was not
46:55
my idea this was the idea of Nick Carver
46:57
working with a programmer named Brian
46:59
McIntosh I initially resisted it because
47:01
it did not accurately preserve the
47:04
action economy of the real time with
47:06
pause combat system the real time with
47:07
pause combat system was based on seconds
47:10
and tenths of seconds and the turn-based
47:12
system that they could implement
47:13
reasonably couldn't sustain that it had
47:16
to kind of break the action economy but
47:18
I realized that it was an argument of
47:20
perfect versus good yes we could not
47:23
faithfully adapt the original system but
47:25
tons of people who were turned off by
47:27
the real-time of pause combat would be
47:29
drawn into the game even with an
47:30
imperfect implementation so we did it by
47:33
far the most significant implementation
47:35
are a thing that we added to the game
47:36
this was don't get me wrong this was a
47:40
lot of work but compared to things like
47:41
the ship combat system this was like
47:43
nothing like this was a very sort of
47:45
straightforward implementation there
47:46
were lots of bugs to work out but the
47:48
reception - it was almost universally
47:50
positive it was a great thing for us to
47:51
add and we added it you know nine months
47:54
or so after the game launched and it
47:57
people responded very well to it all
47:59
right I actually made it through so some
48:02
lessons learned here we made some
48:04
assumptions about real time with pause
48:07
and turn-based combat that maybe don't
48:09
apply anymore
48:09
it's not the late 90s or early early
48:12
2000s I know somebody's gonna read this
48:16
and say oh my god obsidian is never
48:17
gonna make a real time with pause game
48:18
again I'm not seeing that but what I'm
48:20
saying is that I've always personally
48:22
really liked turn-based games I think
48:24
we're now finding that there are
48:25
audiences that also really appreciate
48:26
them I think the fact that our
48:28
turn-based motorists issue so well means
48:30
that we don't we don't have to just
48:32
constrain the piller series to doing
48:35
real-time with Paul's combat in the
48:37
future don't make any assumptions about
48:40
that but it's just to say that
48:41
turn-based
48:42
is a totally viable thing that we can do
48:44
now easier difficulties are very
48:47
important but hardcore RPG players they
48:49
really do need a challenge when the game
48:50
launches keep in mind the first people
48:53
to buy the game are the ones who are
48:54
most excited about it
48:55
often they're the most passionate
48:56
they've played your back or beta they
48:58
played early access all that stuff so if
49:00
the game is not challenging its gonna be
49:01
really really disappointing
49:03
I'm not saying to make the game
49:04
incredibly difficult for everybody but
49:06
if you neglect the difficulty too much
49:08
as I did it can bite you in the ass and
49:11
that's not good when you see a quicksand
49:14
feature you got you'll know when you see
49:17
them you just you just see resource
49:18
after resource going to them try to cut
49:20
them as soon as possible fight like hell
49:22
to get rid of them because they're
49:23
quicksand they will just consume
49:25
resources until the game launches and
49:27
ultimately if they don't really work
49:28
well if your design it's not gonna be a
49:30
good fit and unfortunately I would say
49:34
now the expectation of Fulvio is now
49:36
very real in these games it's not just
49:38
because of divinity it's also because of
49:40
us we contributed to it I actually saw
49:42
reviews of owl cats
49:45
Pathfinder kingmaker where all these
49:47
people were going like why doesn't set
49:48
up full Bo this is such BS dead fire and
49:50
divinity original sin to have Fulvio all
49:53
cat was working on a much smaller budget
49:54
and it's it's it's kind of a ridiculous
49:57
expectation but now it has become this
49:58
expectation where players just think
50:00
that everything will have full view it
50:01
sucks
50:02
umm I don't really know what to do about
50:04
other than to plan plan plan
50:06
Fulvio and a big game is extremely
50:08
expensive and it takes so much time you
50:12
have to lock your dialogue so much
50:14
farther in advance than you're expecting
50:16
to and I mean again I think it was
50:20
62,000 lines of dialogue for dead fire
50:23
like it's just it's a logistical
50:25
nightmare so if you if you go down that
50:27
road just understand that you're gonna
50:28
have to plan a lot for it and ultimately
50:31
again the plot should have been about
50:32
one struggle not two
50:34
we had two very cool neat ideas that
50:36
didn't really quite converge entirely my
50:38
fault
50:39
but lesson learned also I should
50:41
probably direct a different type of game
50:43
next I mean I've worked on I Swindell
50:47
Icewind Dale two Neverwinter Nights 2
50:49
and then pillars of eternity one into
50:51
these are all party based fantasy real
50:54
time with pause games I'm a little
50:57
burned out on them dead fire was again
50:59
the most stressful sort of directing
51:00
experience I've had so far so hopefully
51:02
the next thing I direct will be a little
51:04
bit different and then maybe I I still
51:06
like these games a lot but I need some
51:07
time
51:08
perspective to come back to them you can
51:10
burn out you can burn out on directing
51:11
the same type of game over and over
51:12
again and then you're not really doing
51:14
good work because you're just burned out
51:16
thank you very much thank you very much
51:26
is there a question time bombs one or
51:29
two if it's a right okay hello fact
51:36
thanks for the great lecture thank you
51:39
I was wondering because a year ago I was
51:42
also working on RPG game and was big
51:46
game and I was wondering how many times
51:49
have you actually played the game from
51:52
beginning to the end like in one one
51:55
size file because I actually never did
51:58
it so I think it's important personally
52:01
because I'm director and often the lead
52:02
designer I always try to play through
52:05
the game at least once from beginning to
52:08
end every game that I've worked on in a
52:10
significant capacity I've always worked
52:11
on I've always played through the whole
52:13
game with one character the whole way
52:14
through I think it's very important to
52:16
get that experience on dead fire I had
52:19
one full playthrough and three half
52:23
playthroughs I think total so one of the
52:28
problems is that dead fire is an
52:29
enormous game there's also some debate I
52:31
think which is a separate topic should
52:34
directors design content or should they
52:37
purely just play the game and get
52:38
feedback I I want to work on the game
52:42
like I also want to make things in the
52:45
game so like in pillars one I did almost
52:47
all the system design on pillars do I
52:49
did some system design that was the co
52:51
narrative lead with Carrie Patel but I
52:53
also then played the game and gave
52:55
feedback it's a difficult balancing act
52:57
but I think if a person has
53:00
responsibilities on the game it's very
53:02
difficult unless the team leadership
53:05
makes time to play the game so one thing
53:08
that we did do a little bit better on
53:11
pillars then on debt fire was we have
53:13
team play days and they're enormous ly
53:15
valuable for getting people's eyes on
53:17
the game because sometimes you're so
53:18
deep in implementation you just have no
53:20
idea what's really going on
53:22
so but the thing is people camp I mean
53:24
they can make time on their own but
53:26
that's a lot to ask of people usually
53:28
what we try to do is schedule time for
53:31
people to play through the game so they
53:32
get more exposure to it it altum Utley
53:33
makes the game better in the long run
53:37
okay a thing we have to and here so in
53:41
order to prepare for the next speaker
53:42
right all right thank you thank you very
53:44
much
53:45
[Applause]
53:46
 
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