Project Eternity Q&A recap: Obsidian on the aumaua race, beard technology, and more

We've just finished moderating a live Project Eternity Q&A with the Obsidian team -- thank you to everyone who participated! Project Director/Lead Designer Josh Sawyer did most of the talking, but also in the chat with us were Obsidian CEO/President Feargus Urquhart, Project Manager/Lead Programmer Adam Brennecke, Gameplay Programmer Steve Weatherly, Senior Environment Artist Hector Espinoza, and Lead Sound Designer Justin Bell. If you missed it, the highlights and full transcript are below.

On the aumaua race:

On the variety of beard options:

On level scaling:

On map size:

On voice acting:

On player choices:

we don't really think about things in terms of good or evil choices, but in terms of choices that a relatively sane/rational person would make with an understandable motive. sometimes it makes sense to allow players to be cruel, but it has to work in the context of what's going on. the game and its story aren't about being good or evil but deciding what values (and people, and groups) are most important to you -- and what you're willing to sacrifice to defend them." - Josh Sawyer

On music inspiration:

On spell creation:

On regenerating health and spell cooldowns:

"with regard to regenerating health and spell cooldowns, we're not intending on having the former (though we have talked about a darklands endurance-like stat), and spells will not have cooldowns in the way that some people have assumed (per spell). when we discuss spell mechanics, i've tried to use the term "lockout" to communicate that it's much like a sorcerer exhausting an entire level of casting in 3E D&D."

- Josh Sawyer

On Dwarf romance:

Full transcript below


As Executive Editor, Tyler spends a lot of time editing reviews and looking at spreadsheets, and whatever time is left over writing reviews. People joke that he doesn't like 90 percent of the games he plays, but he'll tell you he just has very discerning tastes.
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