And the rest...
Question: And when we will know more about the already know races?
Feargus: We might be talking about another race next week.
Question: I wonder about the casters: have they to memorize a certain set of spell à la D&D or it'll be a totally different mechanic?
Feargus: I think Josh has talked a bit about that on our forums, but, to be honest, we have not completely determined the system yet. When we do have it solid, we are going to talk with everyone about it.
Question: Question related to companion behavior. Would they sound out if you commit acts that are against their view ir will they just willy nilly do anything you tell them to even if "wrong".
An example would be in NVN2 where my thief with Neeshka and Casavir (paladin) went around breaking into the nobles houses. At one point I was given a chance to spare some servants, I chose nit to, (no witnesses) however Casavir (paladin) happily helped me murder them. So, if we are to have companions (and pc) playing these classes, could thete at least be limitations to what they will do or when witnessing what you the PC do, react accordingly. If the PC is Playing a Paladin, tgen acts if murder should land him into deep water with his god too, no?
Feargus: I don't think Chris and Josh have talked about how we are handling that yet. What I do know is that we would have them react to things they are doing. The level of the reaction is what we still need to talk about.
Question: Recently, Rock-Paper-Shotgun has made an article about "The perils of Nostalgia."
In it they talk about how Kickstarter is bringing back the games and genras that had been abandoned by the games industry and that this is perhaps a devolution of the trend that video games had been taking since their inception; better graphics, more voice work, more detailed environments, lifelike animations, etc. That by having all the known names in the industry going back to the roots that games of today have been founded on, it will lead to a trend towards cashing in on nostalgia instead of heading towards innovation.
I personally see this "Bringing back the past" trend in Kickstarter as the Veteran developers going back to the projects they loved but had to abandon because of the march of time, and finally see their exiled children raised to adults and released into the world. But Project Eternity seems to be dedicated to not only bringing back the past, but innovating it in a new direction, with the inclusion of mixed 2D and 3D environments, as well as the creation of a brand new IP for the funds that have been donated.
Me, as a fan and a person who has interacted with you through text, I would love to see you have a chat with John Walker of RPS and talk about your views as a developer towards the opportunity of being able to chose between conventional Producers and Kickstarter backing, and the idea of combining Nostalgia with Innovation.
I feel that such a conversation would be truly enlightening, and I would love to read it.
Feargus: Sounds like a great idea - I'll throw that over there and see if we can't have that discussion.
Question: Will the battles have ques? Can we give a character more then one order at a time?
Feargus: Yep, we are doing queues.
Question: Regarding [the] question about companions behavior, we will see companions fighting because of different ideologies or enemy factions or even leaving forever the party?
Feargus: The magnitude of their response is what we will be talking about. While we want them to react correctly to things that they like and dislike, what they do beyond reacting is still on the table.
Question: So there's not going to be "You moved a fork, now the entire town wants to murder you" situations?
Feargus: Not totally saying that - I was more talking about the reaction of companions to your actions.
Question: I remember when I was younger I was curious as to why similar looking games such as Fallout and Baldur's Gate had a different way of treating areas even though they looked almost identical (ie. loading transition for all buildings in BG but only for larger areas in FO). What was the reasoning behind adopting the BG system in OE? Does it have certain technical, design or game-play advantages?
Feargus: That's a good question and I don't have a good answer exactly. The parent / child thing does exist in other game engines, but it is also something that is genre specific. For instance, you don't need that in linear FPS (in general) because the player is always moving forward and is not going in and out of things like shops in a village. The other reason for the transitional load screens is really due whether multiple areas can be loaded at one time (making switching between them not require a load) or if the load is going to be so small then you don't need the screen.
Question: Do you know if the boxed copy of PE will be steam or gog?
Feargus: I believe we will be giving people the option.
BadDecissions: I was sort of assuming that if you got a boxed copy of the game, you could then play the game without messing around with digital download services. I guess not?
I think that answer is poorly worded (as was the question). Every tier that gets a boxed copy also gets at least one digital copy as well. You get to choose what digital version you want. The DVD won't be tied to a digital service*.
*edit* I should clarify: they haven't said anything about what DRM,if any, will be on the disc. But the disc won't be tied to Steam or GOG or any other digital download service. There still might be some form of DRM on the disc. No word yet on that as far as I've seen.