Obsidian Starts To Dole Out Details About Its Project Eternity Game

The Project Eternity Kickstarter campaign, which launched just last Friday, had easily surpassed its $US1.1 million goal before the weekend was out. Clearly, people are excited about a new, "old-school" RPG from Obsidian.

We had a glimpse at the world map and a description of the game's combat from the initial Kickstarter pitch. That, though, isn't very much information to go on. Happily, the team dropped a big pile of little details on the project page and on their forums today. And what kind of tidbits did they share?

The Set-Up

The player witnesses an extraordinary and horrific supernatural event that thrusts them into a unique and difficult circumstance. Burdened with the consequences of this event, the player has to investigate what has happened in order to free themselves from the restless forces that follow and haunt them wherever they go.

The Nature of You

Your character is not required to be of any particular race, cultural background, sex, class, moral outlook, personality, organisation, etc. The premise is that you are a victim of circumstance. How you choose to deal with your situation is up to you. You can bear it with stoicism and restraint or fly off in a rage at anyone who gets in your way. The world will react to your choices, but the game is designed to give you the freedom to play your character the way you want to.

They also added a little bit of information about party formation, character creation, companions, and the races and social milieu that the player will face in the still-unnamed game.

As for what they're doing with the extra money (so far $US1.6 million and counting)? Well, Mac owners rejoice: the project just hit the level of stretch funding that will bring a port to Apple machines in addition to PCs.

Update #3: Game Basics - Your Party, Your Characters, and Races [Obsidian]


    Sounds great, I like the victim of circumstance thing rather than 'chosen one' angle of most RPGs.

      They're both rather overdone. It makes sense though. I mean, how else are you meant to tell a story about a hero? Heroes are always either chosen ones or victims of some sort. They have to have a reason for doing what they do and there's really not a better reason than those two.

        How about a game that starts with you minding your own business... and an event happens in the distance. You see it or hear about it. And if you go investigate: that's the clock starting. If you don't, then you sandbox it.

        So imagine Skyrim but you were just walking by when you saw the dragon attacking that town at the beginning. If you ignore that then you sandbox the world. If you go and investigate then, you find out/are told/whatever to start the clock then. Sure you're still a chosen one, but because you chose.

        Is that enough of a differentiator or would that just make it crap? :D

          I don't know. I think that kind of beginning might be a little too ambiguous for a big release. The developer will want all players, of varying abilities and experience, to immediately understand where they have to go and what they need to do. If they don't understand, there is a big risk that they could become frustrated and confused and give up on the game, or write a negative review about it.

          It could work in a game like this one where most of the players will have had prior experience with RPGs and a better understanding of what they can and can't do.

          didn't infamous use a "similar" type of set-up? and I say this with me not having played it since not long after release/

          Its quite hard to create a game where the hand of god/fate is invisible yet there.....if it s entirely sandboxed then the creator will need to write a thousand "main" stories to make sure people will choose one....and the one's that are not chosen becomes a large waste of resources for most gamers (who don't finish every side quest or explore every inch of land in a standard game)....

          I know coz I'm trying to make a game doing exactly that ....

        Yeah, I agree. The victim thing is overdone. Great RPGs have always been able to make up for their lacklustre beginnings, though, so I'm hoping this one will develop it's own unique story as it progresses.

    Is that actually supposed to mean anything? It says a lot about form, but not a lot about the content. I like a world that has circumstances, and situations to deal with. It's marginally more interesting than not bothering to turn on the monitor at all...

    Has anything been mentioned about game world size?

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