nijuu: Reading through that, i have an uneasy feeling about the way some of the questions were worded or come across (come across really quite pushy - surprised Feargus doesn't show some annoyance). People seem to expect a perfect game and want things in they want and not others, picky pick picky. Developers will have a hard time pleasing everyone. Too high expectations from pledgers?
I think a combination of too high expectations and too many diverse wants from the pledgers.
Anyway, more on the update (Feargus is on now again, so I'll have even more later):
Question: I have three questions for you:
1. you mentioned briefly in the initial video for this project that you wanted to add things to the game that you were never able to add before because of the publisher. What sort of things do you mean?
2. do you plan to have the ability to have your own character bio, similar to that of BG and BG2?
3. where do you plan to release this game, outside of Kickstarter? (GameStop, Best Buy, etc.)
Feargus: (1) I don't have specifics other than the game in general is one that is a very hard proposition with publishers at this point.
(2) Yes, we are going to have a place where you can put your character bio in.
(3) Not sure yet. We are going to talk to distributors about that and see if we can get it into stores as well. However, that might not happen - which means the boxes that from the reward tiers in KS might be the only ones.
Question: I know you've decided against full voice acting - does that apply to the companions as well? Or will it be as in NWN2 where the companions were fully voice acted (which I personlly think is great)? Thanks :-)
Feargus: I think the companions will have more voice compared to other NPCs in the game, but I don't think we will be voicing every line. We want to give the writers the ability to "go nuts" and not worry about bleeding into another voice session (300 lines = $3K to $5K with SAG, director, studio, etc...).
Question: wow thats mighty expensive.. someone asked this allready once.. but do you know the budgets BG and BG2 had?
Feargus: I do. That was when I was at Interplay and there are these pesky confidentiality agreements. Sorry.
Question: Will the encounters in the mega dungeon be scaled according to which floor of the dungeon you are on (e.g. instead of 5 ghouls you encounter 5 ghouls and a lich on a lower level)? Or will each dungeon level have a fixed level (e.g. the first floor has level 5 monsters, the second floor has level 8 monsters, and so on)? Or a combination of both?
Feargus: It will get harder as you go down into the dungeon with each level. The one thing we have been talking about is if different dungeon tiers (every two or three levels) are a bunch harder than the last tier, so you have to come back after you have gone up levels. Not sure yet.
Question: on the progress chart you see a castle ontop of the dungeon.. will that be there? so x layers + a castle ruin layer?
Feargus: You know it might - I'll have to go back and look. The castle is ummm... artistic license... Rob liked putting it up there to give context to the dungeon. However, castle ruins would be cool. He might just have created more work for himself. :)
Question: My question was about the possiblitiy of wearing capes above armor....
Feargus: Honestly, I don't know. I would say we would want to make sure we had plenty of armor / clothing variations for classes, races and NPCs - after we have a good number of those, we would look into doing stuff with capes.
Question: So you can only get the game right now if you pledge? As of now, it is up in the air whether it will be released outside of Kickstarter?
Feargus: Yes, we need to figure out if we can find a distributor who will want to take the game to retail.
Question: people wondered earlier today whether the dungeon, if deep enough, would become like an underdark or ultima underworld with it's own cultures and subquests, ones unseen on the surface
Feargus: We had talked once about adding a stretch goal ( really high one ) to add in the "under-dark" equivalent for the game as a while, not just the dungeon, can't remember where that idea went.
Question: Capes are hard to do. In ToEE, they had alot of clipping but they were flowy. In games where there is no clipping, they too stiff and look bad. Best just not to show them.
Feargus: We got them to work in KOTOR2, because your "armor" under them didn't change much, so we could use 3D Studio MAX to render out the animation for every single frame of every single animation. Ugh... It took months. If we had lots of armor variations it wouldn't have worked or every time you changed armor we would have had to load all 300 to 400 animations again.
Question: How functional and customization is the Player house going to be? Will there be shops, storage, etc?
Feargus: t will have elements of those, but it will still be a house. When we get to a stretch goal that turns the house into a Stronghold the size of Crossroad's Keep, then it will have multiple versions of all that stuff. Wait, what did I say? :)
Question: Will I get pet to my add on copies of the game or is it limited only to those copies which come with my CE edition?
Feargus: Good question, let me see how that would work.
Question: Why was the Project Eternity logo changed? :)
Feargus: Rob worked on another logo and we stated to like the direction it was going.
Question: 1.would all the stuff we are wearing change the look of the character doll in the inventory scene and would that propagate to the game play character doll?
2.would armor look unique on the character doll or would it it be like in BG were all of them looks like the generic base armor with different color like plate mail, chain mail etc.?
Feargus: (1) Changing your armor will change the look of your character.
(2) We are going to mostly have armor that everyone can wear, since we want to create as many sets as we an. We will, most likely, create some armor that is special / unique to a character, companion or class.
Question: Since DaBlue has just given your artist some extra work for the dungeon, I have a suggestion to give a story in the game lore for the Castle and it's dungeon. Keep some journal pages or parchments on the Castle Ruins, which tell a part of the castle's story.As you descend, you find more pages which flesh out the story... The Boss has the final page, of course.. :D
Feargus: Cool idea!