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this post was submitted on 12 Aug 2024
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That's too bad. Poor guy.
Writing RPG systems is very hard, and then translating them to CRPGs where you can't have the DM interpret things and handwave corner cases is even harder.
Just to be clear, he was writing a CRPG system from the start. It's just that what with Pillars of Eternity being an unfocused mess that promised to be 4 games at once, Sawyer was also juggling design philosophies that were diametrically opposed. The most innocuous Pillars of Eternity design row went like this:
Neither Larian nor Owlcat had to waste effort here because this was never up for discussion.
One of the real prickly issues was
While Larian and Owlcat had their design philosophies outright chosen by their ruleset, Sawyer turned his game into an acquired taste with no installed fanbase. It's easy to sell Pathfinder Wrath of the Righteous and Baldur's Gate 3 to the same person today. But Pillars of Eternity came out in 2012. It's promise was to be part of the CRPG renaissance. And the fans of that sort of thing were used to specific design philosophies when it comes to character building. Pillars did away with that by choice.
Nowadays of course there's fans of Pillars. And I'm sure there's people trying those games out after trying out Pathfinder or Baldur's Gate 3. But Deadfire came out in 2018 with an unconventional setting. It wasn't the time to try something new, but to bring back something that was dead.
That was one of the hardest things about Pillars for me. I went in to the old Infinity Engine D&D games knowing how AD&D2E worked, so I was already in an environment I understood. With POE I didn't have knowledge of the system goinmg in an d that made it very hard for me to make decisions.