Project Eternity Interview

Obsidian Entertainment’s Josh Sawyer has been interviewed by Gamers.de on Project Eternity, and luckily for us our German friends decided to post the original English version of the interview for everyone to read. Inside the interview Josh tackles subjects such as the importance of languages in the game world, strongholds, eventual reputation and alignment mechanics and more.

Here’s a snip to get you started:

G: It´s probably not an easy task with a default player character but will there be opening vignettes like in (Temple of Elemental Evil)? In relation to alignments, races etc.?

JS: The first part of the game is universal for all characters, but his or her culture, class, race, and gender will affect the story. The protagonist’s background is not irrelevant, but we would rather focus the story on what the player chooses to do once he or she arrives in the Dyrwood.

G: There was a feature in (Planescape) which I really admired back then. The possibility to talk with the dead. There are different dialects planned for your game. Therefore, will there be quest lines, which will require to learn one of this dialects in a similar vein, to advance in a game location, to open up more quests etc.?

JS: It is quite likely that you will have to talk to lost souls, decipher odd dialects, and get help with translating forgotten languages in Project: Eternity. One of the seldom-heard dialects in Dyrwood is Hylspeak, an archaic variant of the “common” Aedyran language. People often associate it with remembering a past life, so superstitious people often have a bad reaction to hearing it.

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