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delias_52 karma
What are some of the harder aspects of having the ability to create all new lore, geography, etc. this time around? Previously, many of the BI and Obsidian games have worked within existing worlds, like the Forgotten Realms where awesome places like "The Spine of the World" already existed. Any major tug-of-war going on between you about what something should be named, perhaps?
delias_40 karma
I've seen a lot of designers say that they've enjoyed working within the confines of another world. However, in the case of giants like LucasArts and Hasbro/WoTC, there's an almost censorship-level restriction of where you can take a story.
While we already know from KOTOR 2 that this restriction can be fun from a writing perspective, from a world-building perspective, I imagine it will be an interesting task to create locations/lore/history that you can turn on its head based on characters' preconceptions (and to which the audience does not have any reference).
Since everything in P:E is essentially a new design, I imagine you guys would have to work in a way that you're having to continually outsmart yourselves (and your creations).
delias_382 karma
Please, just come Home already. I know I'm not your favorite anymore, but we have so much history.
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