“A lot of people” at Studio Obsidian is acknowledged that it will be ready for a pillar of eternal tactics.

"A lot of people" at Studio Obsidian is acknowledged that it will be ready for a pillar of eternal tactics.

Pentiment, Pillars of Eternity and Fallout: The new director of Vegas Josh Sawyer said there was enthusiasm at Obsidian for a potential strategy game placed in the same universe with role -playing games and pillars, but he was not sure the audience there. “Pillars tactics are something that many people in the studio want to work, and there are many people who like tactical games,” recently he said on a livestream, but they need to find “a scope of development that feels like it can really make money.” (Cheers, GameSradar)

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This is not the first time Sawyer has mentioned such a project. He said in September last year that several developers in Obsidian had “floated” the idea. According to Sawyer, the audience “is not big, typical, but very passionate. [strategy] Role -playing game, tactical role -playing game, they will play a lot of them, even if they are not so good. It is a difficulty to create a case “, but” sometimes we put it up and go ‘Oh, we may be able to be another person “

Pentiment Dev returned to these emotions in recent livestreams. “The tactical games have a very enthusiastic fan group, but the fan group is not satisfied,” he said. “It’s like that floor is high – just like, if you make a good tactical game, those people will buy it. But if they all buy it, it is still not many people.”

Obsidian’s supervisor, Weargus Urquhart recently revealed in an Ian Games interview that the studio is still quite modest for a large budget role -playing game space, with nearly 300 employees compared to, for example, CD 470 or 470 of CD Projekt Red (thanks PC). It is not a huge for a studio with another RPG project, Opter Worlds 2, then was released later this year, so it is not surprising that they want to be careful with the way they allocate resources. Their approach to finance was also refreshed, saying that in a recent dice conversation that they went into each project to assume “light success” instead of gangs.

I am a bit extra -curricular here, but it sounds like (at least at the studio level), they are a team that wants to make money so they can create more games rather than sad inverse. Whatever I think of has ignored, it is like something to celebrate.

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