Fallout: New Vegas director Josh Swayer says that the Pillars of Eternity games were «compromised» in part due to the nature of crowdfunded game development.
By Steven T. Wright on
Josh Sawyer has quite the resume as an RPG game developer, contributing design to notable games like Fallout: New Vegas, Alpha Protocol, and the recent Pentiment. In a roundtable with PC Gamer, Sawyer said that the two Pillars of Eternity games were the «most compromised» projects that he worked on, and said that happened for a variety of factors, including fan expectations.
During the roundtable, Sawyer said that he's been playing D&D and other tabletop role-playing games since 1985, which gave him a lot of ideas to contribute to games like Icewind Dale. When he returned to the top-down CRPG mold in 2012 with Pillars of Eternity, he wanted to make changes to the fundamental formula of that sort of game. However, since Pillars was a crowdfunded project that was sold as a return to the Infinity Engine games, Sawyer felt obligated to give fans a «classic D&D» experience in order to appeal to that sense of nostalgia.
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«I did feel a sense of obligation,» he said, «but also I felt like I was making bad design decisions ultimately, like I was making a game worse to appeal to the sensibilities of the audience that wanted something ultra nostalgic.»
As a whole, though Sawyer said that he feels that the Pillars of Eternity games were held back by that format, he doesn't regard them as failures. Making them was a «very
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