The team already knows the resources that it can use

Dec 4, 2012 00:41 GMT  ·  By

Chris Avellone, one of the leading designers and writers working at Obsidian Entertainment, says that the team working on Project Eternity is not actually worried about sales for the classic role-playing game experience because it already has a clear audience linked to Kickstarter crowd funding.

The game maker tells Gamasutra that, “It doesn’t matter if it’s a flop, although I don’t believe that it will be. The nice thing about Kickstarter is that people have already paid for the title. So anything else that happens after that is great, but we know what our budget is, and practically speaking, that’s all we’re really focused on: ‘We’re going to make a game for this amount of money’.”

It seems that Obsidian believes that Project Eternity will offer enough content and quality to generate the sales required to fund more video games using the same core mechanics.

But the developers are also ready to listen to the community and go back to Kickstarter as long as sales are disappointing, but there’s demand from the fan base for a sequel.

Avellone adds, “One advantage we had was that we knew, back from Black Isle, how many people it takes to make discrete content. Things like, ‘How much does a companion cost to make? How long does it take to build a level? How many artists are needed? How many designers are needed?’”

Project Eternity will be a party-based top-down role-playing game which allows players to create a protagonist and then recruit companion while exploring a deep game world.

At the moment, the game is in pre-production and the team is already creating the game universe, including gods and civilization, while also laying down the fundamental elements for the game mechanics.

Obsidian plans to launch Project Eternity exclusively on the PC during April 2014.