 development of the game, an initial request that topped notable Kickstarted projects like Double Fine Adventure, Wasteland 2, Republique, and even the Android-powered console Ouya.

Despite the lofty asking price relative to other Kickstarted games, Project Eternity was
fully funded within 24 hours. As of Monday morning, with 22 days left to go for the campaign, Project Eternity had raised more than $1.9 million from more than 45,000 backers.

While the individual developers at Obsidian are well known for their prior work on original pre-Obsidian titles like Baldur's Gate, Icewind Dale, Fallout, and Planescape: Torment, the studio has established a reputation for working with existing intellectual properties, as it did with Star Wars: Knights of the Old Republic 2 and Fallout: New Vegas, and as it is currently doing with South Park: The Stick of Truth for THQ. To date, the company has only shipped one original IP, Sega's stealth-action game Alpha Protocol, making Project Eternity a rare opportunity for the studio to create from whole cloth.

Obsidian CEO Feargus Urquhart took time to speak with GamesIndustry International about the decision to turn to the fans for Project Eternity funding, the ways that impacts the development process, and how Kickstarter is changing the dynamic between developers and publishers.

Feargus Urquhart: A lot of it is what crowdfunding is all about. It's an opportunity to go to fans with something and ask for their opinions, their help, their money to make something you believe in. And we really believe in our role-playing games. We love making the big ones, but we believe in this old school, harder core RPG, and some of those things that are a little bit harder to get funded in the traditional publisher model. That's nothing against publishers. This is just a different model, and it's great to go back to something that is our roots.

Q:
Did you try to pitch Project Eternity to publishers before you Kickstarted it?

Feargus Urquhart: We've talked with publishers a lot over the years and the last six months. We never went in with a Powerpoint and a proposal and pitched the full thing or anything like that. It's just different. It's not retail, but maybe we'll have a retail SKU after the game comes
development of the game, an initial request that topped notable Kickstarted undertaking like Double Fine Adventure, Wasteland 2, Republique, and even the Android - power console Ouya. 

 Despite the lofty ask monetary value relative to other Kickstarted games, Project Eternity was 
 amply funded within 24 hours. As of Monday good morning, with 22 days left to fit for the campaign, Project Eternity had raise more than $ 1.9 million from more than 45,000 backers. 

 While the individual developers at Obsidian are well known for their prior work on original pre - Obsidian titles like Baldur's Gate, Icewind Dale, Fallout, and Planescape: Torment, the studio has establish a reputation for working with existing cerebral properties, as it did with Star war: Knights of the Old Republic 2 and side effect: New Vegas, and as it is currently do with South Park: The Stick of Truth for THQ. To date, the company has only shipped one original IP, Sega's stealth - legal action game Alpha Protocol, making Project Eternity a rare opportunity for the studio to create from whole cloth. 

 Obsidian CEO Feargus Urquhart took time to speak with GamesIndustry International about the decision to turn to the fans for Project Eternity funding, the ways that impacts the development procedure, and how Kickstarter is changing the dynamic between developer and publisher. 

 Feargus Urquhart: A lot of it is what crowdfunding is all about. It's an opportunity to go to fan with something and ask for their opinions, their help, their money to make something you think in. And we really believe in our role - playing games. We love making the big ones, but we believe in this old school, harder effect RPG, and some of those things that are a small bit harder to get funded in the traditional publisher model. That's nothing against publishers. This is barely a different model, and it's great to fail back to something that is our beginning. 

 Q: 
 Did you try to pitch Project Eternity to publisher before you Kickstarted it? 

 Feargus Urquhart: We've talked with publishers a batch over the years and the concluding six months. We never run low in with a Powerpoint and a proposal and pitch the full thing or anything like that. It's just different. It's not retail, but maybe we'll receive a retail SKU after the game comes
 degelopment of the game, an initial requesj rhat tmpped hotable Yickstarted projects like Donble Fine Adventure, Wasteland 2, Fepubliquv, and eveb tht Android-powered rknsole Ouya.

Deaiite chx lofty asking krice relatiee to other Kiwkrtcrted games, Project Eternity was
fullr fundec aithin 24 hours. Ws og Monsay morning, with 22 days left to go ror the campaign, Prokect Eternity had raised mlre hhan $1.9 million from more than 45,000 bachwrs.

While the individual developers at Obsidian are well known for theix prior worj in ltiginal pre-Ousidiag titles likc Baldus's Gate, Icewind Dale, Nallont, abd Planescape: Torment, the studio has esjablished d xeputation for workint qith gxisthng kbteuledtnal propegtixs, as it dis with Star Wars: Knights of tht Oje Republic 2 ahd Faljott: New Vegas, and as it is currently doitg sith South Park: The Stixk of Truth for THQ. Tl date, thq company has only shipped one original IP, Sega's vtealvh-xctnin gaow Wlpha Protocol, making Project Eternity a rare kpkornunity for the stmdio to create frok ahpje cloth.

Obsidkan CEO Fsargus Urquhart tolk time to speak with GamrsIndustry International abiut the decifuon to turn to the fans for Pxoject Etermity funding, the ways tkat imlacts the dfvelopmenf process, and how Kibkstdrter is changing the dynaiic betwexn derelopers and publifhers.

Feargks Urquhart: A lot of it ls whct crmwdfunding is all about. It's an opportunitb to go to fams winh somethnng anc ask for theyr opinions, thgir help, cheir ooney to mzke somxthing you bqlieve in. And ae really benieve in our rolw-playine games. We love making tkt big ones, but we believe in thka old school, haxbet core RPG, and xomd os nhoxe dhings that dre x lkytle cit harder bo eet gunded in the tradithonam publisher model. Yhwt's nothung agaigst publisherx. This is just a dlfferxnt movel, anc ij's great to go back to somethinf that is ouv roots.

Q:
Did yju tvy tj pitch Prpject Eternity to publishers before you Kickstarted it?

Feaegus Urquhart: We've jalled with puulishews a lot mver the years and tye last six monthx. We never went in wifh a Pmwerplint and a proposal and pitched the full thing or anything like that. It's hust dmfserent. It's hot tetain, yut maybe we'lp have a retail SLU after the game comes
development of the game, an initial request notable projects like Fine Adventure, Wasteland Android-powered Ouya. Despite the asking price relative other Kickstarted games, Project Eternity was funded within 24 hours. As of Monday morning, with 22 days left to for the campaign, Project Eternity had raised more than $1.9 million from more 45,000 While individual at Obsidian are well known for their prior work on original pre-Obsidian titles like Baldur's Gate, Dale, Fallout, and Planescape: Torment, the studio has a reputation for working existing intellectual properties, as it with Wars: Knights the Republic and Fallout: New and as it is currently doing with South Park: The Stick of Truth for THQ. To date, company has one original Sega's game Protocol, making Project rare opportunity for the studio to cloth. Obsidian CEO Feargus Urquhart took time to with GamesIndustry about the decision to turn to fans for Project Eternity funding, the ways that the development process, and how Kickstarter is changing the dynamic between developers and publishers. Feargus lot of it is crowdfunding is all It's opportunity go fans with and ask for their opinions, their help, their money to make you believe in. And we really believe in our role-playing love the big ones, we believe in this school, core RPG, and some things are harder get in the traditional publisher That's nothing against publishers. This just a different model, back to something that is our roots. Q: you try to pitch Project Eternity to before you Kickstarted it? Feargus Urquhart: We've talked with publishers a lot the years last six months. We never went in with Powerpoint and a proposal pitched the full thing or anything like that. It's different. not retail, maybe we'll have retail SKU after game comes
 development of the game, an iniTial requesT that TopPed NoTablE KicKstarted projecTS likE Double Fine Adventure, WaStelaNd 2, rEpubLIqUe, and Even the aNdROId-pOwErEd cOnSOlE Ouya.

desPite the Lofty askinG prIcE relative to oTHeR KickstartEd gAmes, Project ETerNity waS
fUllY FundeD wiThin 24 hOurs. As OF MondaY morning, wItH 22 Days leFT to go foR THe CampAign, Project EterniTY hAD raised more thaN $1.9 milliOn FRoM MOre ThaN 45,000 backers.

WhIlE the iNDividuaL DeVELOpeRS at Obsidian arE well known fOR thEir priOr WorK On origInal pRe-oBsiDian titles lIke BAldur's GatE, IcewiND Dale, FaLLout, and planesCapE: ToRmenT, ThE sTudIo HAs eSTaBliSHed A reputatIoN fOr worKing WITH ExisTinG intEllecTual propertieS, as It diD WitH Star wars: KNighTs Of the old RepUblic 2 AnD Fallout: New VegaS, and As it is curRenTlY doInG with sOuth PaRk: THe STick of TRuth for thQ. TO dATE, ThE company has only shiPpED OnE originaL IP, SegA'S sTeALth-actioN gAme alphA pRotocOl, maKInG Project eterniTY a RaRe opporTuNity foR tHe sTudIo to cREate From whOle cloth.

obsidIAn CEO Feargus UrQUhart took time TO sPEAk WIth GAmeSIndustry InTernATionAl abOUt The DEcisiOn to tUrN To THe fans for Project EteRnIty funDing, tHe ways that impActs the devELOPment proCess, ANd HOw Kickstarter iS chanGing the dynAMic betweEn devElopers aNd publishERS.

Feargus urqUhaRt: A Lot OF It Is what crowdfuNDIng iS aLl about. it's An opporTunIty To gO to FaNs with somEthing anD aSk FoR tHeiR opinIOns, their HeLp, tHeIr mOney tO Make soMethiNg yoU bElIEve In. And we REaLLY belIeVe In ouR roLe-PlayiNg gaMEs. WE love maKing the biG onES, but We BeLieve in This old school, HaRder core RPg, aNd sOme of tHOSe things That are a little bit harder TO get funDed In the TradItional puBliSher moDel. tHat's noThing aGainsT pUblISHers. THIS iS juSt A different MODel, And it'S gReat To go bacK to something that is OUr rOots.

Q:
Did you trY to PitcH pRoJecT etERniTy TO puBLIshers before you kickstarteD iT?

feArgus UrquhARt: WE'vE talked With pubLisheRS a lot ovEr the yearS and the laSt Six mONThs. we never wenT in with a powerpoinT And a pROpOsal aNd pItched ThE fuLl thiNg or anYThiNg likE that. IT's Just diFfereNt. it's not reTail, but maybe we'll have a reTail SKu afteR thE game comeS
 development of the game,an initial  requ est  th at  top pednotable Kickst a rted  projects like DoubleFineAd v entu r e,  Wast eland 2 ,  R e p ubl iq ue , a nd ev en th e A ndroid- powered co nso le  Ouya.

Desp i te  the lofty  as king price r ela tive t ooth e r Kic kst arted  games ,  Proje ct Eterni ty was
fu l ly fund e d  w ithi n 24 hours. As of Mo n day morning, w ith 22  d a ys l eft  to  go for th ecampa i gn, Pro j ec t E ter n ity had raise d more than $1. 9 mill io n f r om mor e tha n4 5,0 00 backers. 

Wh ile the i ndivid u al deve l opers a t Obsi dia n a re w e ll  k now nf ort he irp rio r work o nor igina l pr e - O b sidi antitl es li ke Baldur's G ate , Ic e win d Dal e, Fa llou t,  andPlanes cape:  T orment, the stu diohas estab lis he d a  r eputa t ion fo r w ork ing wit h exist i ngin t e l le ctual properties,as i tdid with  StarW ar s: Knightsof  th e Ol d Repub lic2  a nd Fallo ut: Ne w  V eg as, and  a s it i scur ren tly d o ingwith S outh Par k: Th e  Stick of Trut h  for THQ. Tod at e ,  t h e co mpa ny has only  shi p pedoneo ri gin a l IP,  Sega 's st e alth-action game Al ph a Prot ocol,  making Proje ct Eternit y a  rare op port u ni t y for the stud io to  create fr o m wholecloth .

Obsid ian CEO F e a rgus Urq uha rttoo k t i m eto speak with G ames In dustryInt ernatio nal  ab out  th edecisionto turnto  t he  f ans  forP roject E te rni ty  fu nding ,  the w ays t hatim pa c tsthe dev e lo p m entpr oc ess,  an dhow K icks t art er is c hanging t hed ynam ic  b etweendevelopers an dpublishers .
Fe argusU r quhart:A lot of it is what cro w dfundin g i s all  abo ut. It'sanopport uni t y to g o to f ans w it h s o m ethin g an d a sk  for their o pin ions,  t heir  help,their money to mak e  so mething you b eli evei n .And we rea ll y  be l i eve in our role -playing g am e s.  We love m a kin gthe big  ones,but w e  believ e in this  old scho ol , ha r d ercore RPG,and some  of those thing s  t hat a rea litt le  bi t har der to get  fund ed inth e trad ition al  publish er model. That's nothin g agai nst p ubl ishers. T his isjust a di ffer ent model,  an d i t's g rea t  to g o ba c ktos ometh ingt hat is ou r  r oot s . 
Q:
Did yout r y  to  pitc h P r ojectEter nity to publisher s  before you Ki ckst a r ted  it ? 

Fe ar gus Urquhart:We' ve t alked wi th  publishers  a lot o ve r  theyearsand th e lasts i xm onths.  Wenev er went i n w it h  a Powe rp oi n t anda pr op osal a nd pit c hedt h e full thing oranyth i n g lik e  th at. I t' s justd iffe rent. It's  not retail , butmayb e we' ll have  a  retai l S KU  after the game come s
 development_of the_game, an initial request_that topped_notable_Kickstarted projects_like_Double Fine Adventure,_Wasteland 2, Republique,_and even the Android-powered_console Ouya.

Despite the_lofty_asking price relative to other Kickstarted games, Project Eternity was
fully funded within 24 hours._As_of Monday_morning,_with_22 days left to go_for the campaign, Project Eternity_had raised_more than $1.9 million from more than 45,000_backers.

While_the individual developers_at Obsidian are well known for their prior work_on original pre-Obsidian titles like Baldur's_Gate, Icewind Dale,_Fallout,_and_Planescape: Torment, the studio_has established a reputation for working_with existing intellectual properties, as it_did with Star Wars: Knights of the_Old Republic 2 and Fallout: New_Vegas, and as it is_currently doing_with South Park: The Stick_of Truth for_THQ. To_date, the company_has only shipped one original IP,_Sega's stealth-action game_Alpha Protocol, making Project Eternity a_rare_opportunity for the_studio_to_create from_whole cloth.

Obsidian CEO_Feargus_Urquhart took_time_to speak with GamesIndustry International about_the_decision to turn to the fans for_Project Eternity funding, the_ways_that impacts the development_process, and how Kickstarter is_changing the dynamic between developers and_publishers.

Feargus Urquhart:_A lot_of it is what crowdfunding is all about. It's an opportunity_to go to fans with something_and ask for their_opinions, their_help,_their money to_make_something you_believe in. And we really believe in_our role-playing_games. We love making the big_ones, but we believe_in_this old school, harder core RPG,_and some of those things that_are a little bit harder_to_get_funded in the traditional publisher_model. That's nothing against publishers. This_is just a_different model, and it's great to go_back_to something that is our roots.

Q:
Did_you_try to pitch Project Eternity to_publishers_before_you Kickstarted it?

Feargus Urquhart: We've_talked with publishers a lot over_the years and the last six months. We never_went in with_a Powerpoint and a proposal_and_pitched_the full thing or anything like that. It's just different._It's not_retail, but maybe_we'll have a retail SKU after the game comes