'I felt like I was making bad design decisions ultimately, like I was making a game worse to appeal to the sensibilities of the audience that wanted something ultra nostalgic.'
At GDC this year, PC Gamer hosted a roundtable in which a group of veteran RPG designers came together to discuss topics ranging from whether theto the impact of Elden Ring's success.
Years later, he returned to that kind of top-down, party-based, real-time-with-pause CRPG with Pillars of Eternity, which raised a record-breaking $3,986,929 on Kickstarter in 2012. But he returned a different man, with different ideas about how to design an RPG.
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