What's Happening?
Josh Sawyer, the director of Pillars of Eternity 2: Deadfire, has shared insights into the game's development process, particularly addressing the balance issues that arose during its release. Sawyer explained
that even if the game had adopted a Baldur's Gate 3-style early access period, it would not have significantly improved the balance issues. He noted that the problems were more evident in the later stages of the game due to the complexity of the system. Sawyer compared the development process to that of Obsidian's Grounded, highlighting the differences in focus due to the varying complexity of the games. He emphasized that the challenges were more about prioritizing feedback and production realities rather than the early access model itself.
Why It's Important?
The discussion around Deadfire's development highlights the complexities involved in creating large-scale RPGs and the challenges of balancing gameplay. This insight is significant for the gaming industry as it underscores the importance of strategic planning and resource allocation in game development. It also reflects on the broader industry trend of using early access as a tool for refining games, suggesting that it may not be a one-size-fits-all solution. Developers and publishers can learn from these experiences to better manage player expectations and improve the quality of future releases.








