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Pillars of Eternity - Interview with Josh Sawyer

by Myrthos, 2015-11-19 12:46:14

Ragequit talks to Josh Sawyer about Pillars of Eternity and other Obsidian games.

RQ: Now that Pillars has been out for a respectable amount of time, do you have any "regrets" about it, design or content-wise? Is there anything you now wish you could have added/removed or changed in it before its release?

JS: The stronghold never really got the content it needed to make it feel worthwhile or important. During development we realized that if we had someone focusing on stronghold content, it would jeopardize other quests that we felt were more valuable. That's why the stronghold wound up being system-heavy and content-light. It's something we're trying to address with our 3.0 patch, which will be available when The White March, Part II, goes live.

Not all of the companions were tightly connected to the storyline. The companion I wrote, Pallegina, is one of the most disconnected. I think their connection to the central plot could have been stronger and there could have been better reactivity among them to both your choices and each other's' actions.

In the early game, it was very difficult to communicate all of the ideas that form the hook for your character's motivation. I think trying to communicate more cleanly or focusing more on the difficult concepts (in particular, the negative aspects of being a Watcher) would have drawn people in more easily.

Information about

Pillars of Eternity

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: Released


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