The team is creating a complex structure that will pose problems

Dec 14, 2013 01:31 GMT  ·  By

Josh Sawyer, the project director working on Pillars of Eternity, says that the mega-dungeon that the fans funded during the Kickstarter project is designed to challenge even the best players because it will throw high level creatures at them.

He tells Rock, Paper, Shotgun that, basically, the difficulty level of the battles will increase faster than the player can level up inside the game area.

The developer explains “You go through, you go down a couple levels, then you go to the next level and you’re like, ‘WHOA! Okay!’ Either it forces them to get really serious about tactics, or they’re like, ‘You know what? I’m gonna go out to do some more quests, come back, and go deeper down’.”

The Obsidian team also wants to make sure that the area is connected with the rest of the game world from a lore point of view.

Sawyer offered a few hints of the story, which gamers will gradually uncover as they go down the levels, but wants to make sure that nothing substantial is spoiled before the game is out.

He says, “The Glanfathans warn people away from it. But they kind of say, ‘If you wanna go buck wild in here, it’s your funeral. Go down in there if you want’. As you go deeper you start learning more about what it was and what it is now and what’s going on in it. There’s a mystery. It’ll be a fun mystery to solve and get to the bottom of it.”

Obsidian has recently revealed the new name for its Kickstarter-backed project and has also begun offering more insight into the world of the game.

Pillars of Eternity is set to be launched in the coming year and will offer an old-school party-based role-playing experience that evokes the spirit of Baldur’s Gate.