Pillars of Eternity - Interview @ RPG Codex
Sensuki from RPG Codex inteviewed Josh Sawyer about this game.
Here's a quote about how large the game is:
Sensuki: In a recent interview with Norwegian gaming site gamer.no, Pillars of Eternity was stated to be "larger, yes, easily larger, than Icewind Dale. We're not quite up to Baldur's Gate 2 size, but it's close". What elements of Pillars of Eternity are up there with Baldur's Gate 2 specifically? (e.g. Length of the crit path, Amount of optional content, Number of Exterior Areas, Quest Complexity, etc.) How would you say you've done regarding Wilderness area scope? Which in the stretch goal thread was slated to be "slightly larger than BG2".
Josh Sawyer: Number of overall areas is getting close to BG2. I think we now have over 150 maps with a healthy split between cities, dungeons, towns, and wilderness maps. I'm happy with the number of wilderness areas we have. I think there will be good content density in them and there are enough of them off the critical path that players will feel rewarded for exploring.
And a quote about designing Talents:
Talent Design has been something you have left for the latest stages of development. How is that coming along? Do you have any overall design principles for the design of Talents in PE?
[Josh Sawyer] We don't currently have many Talents because they are highly dependent on player feedback. Talents can either extend or modify standard class abilities or they can grant access to outliers that may or may not fall within any single class. Broad Talents like Weapon Focus simply grant accuracy with categories of weapons. Any class could make use of that Talent. A Talent like Grimoire Slam depends heavily on the character using a grimoire, i.e. being a wizard. Thankfully it's pretty fast and easy to implement a lot of Talents, so we should be able to have a quick turnaround following our Backer Beta.
Source: RPG Codex
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