DISCLAIMER: This site is in no way affiliated with Black Isle Studios.
Unless otherwise noted, the quotes in this FAQ were originally made by J.E. Sawyer on the official Interplay message boards.
General Facts
Question: What is Jefferson?Jefferson began pre-production about a year and a half ago. At that time, there were only about five people on the team and TORN was still in development. When TORN was cancelled and IWD2 started up, it prevented Jefferson from entering full production until the end of IWD2.On October 21st, 2002, J.E. Sawyer wrote:
Jefferson is not almost done.Question: Which Black Isle employees are on the Jefferson team?
We are now in full production on Jefferson. The team consists of about 25-30 people.Additionally, Dave Maldonado confirmed Brian Menze's involvement withJefferson:
Senior Executive God Emperor Producer Markgraf of Dune: Chris Parker
Lead Artist: Vance "Vancey Pants" Kovacs
Lead Designer: J.E. Sawyer
Lead Programmer: Brian Hendley
Artists: Glenn Price, Vera Milosavich, Chris Appelhans, Dennis Presnell, John Dickenson, Aaron Meyers, Abdul Brown, Carlos Cheek, Dany Martinez, Mustazar Essa, Trent Campbell, Chris Marleau
Designers: John Deiley, Damien Foletto, Scott Everts, Kihan "K-Pak" Pak, Sean Reynolds
Programmers: Jake "Why Do You Want to Work Here?" Devore, Jay Fong, Yuki Furumi, Mark Murakami, Chris Jones, Dan "Sassy" Spitzley, Dave Vodhanel.
Oh, Brian's actually done a number of things for the FR6 project -- he's simply not on the team full-time and might not have been doing anything for the title whenever the list you're referring to was made, is all.Brian Menze is one of the most popular BIS artists, having designed the famous PIP-boy images for Fallout and several hundred icons for Planescape: Torment and Icewind Dale II (among other things).
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Generally speaking, the best source of information onJefferson right now are the Interplay forums, or, more specifically, the Black Isle Feedback forum.
Engine
Question: What kind of an engine will be used in Jefferson?We also already mentioned that we are working on a new 3D engine. In fact, the engine looks so good, it exceeds the crispness found in most 2D, anti-aliased engines. We're not throwing out what worked in the IE [Infinity Engine], we are using what worked, and adding even better things. Can't give specifics right now, but it's coming together great.Question: Why not just use the Infinity Engine? IE games still look better than most newer 3D games.
At every step of the development of the Jefferson engine, we have examined its components and held them up to Baldur's Gate, Icewind Dale, Planescape: Torment, and Fallout. Our intention is to take everything that was well designed about those engines and incorporate them into Jefferson. At the same time, there are a lot of mistakes that we made in developing these engines -- mistakes that we hope to correct in the development of Jefferson. We are absolutely, positively dedicated to making Jefferson's engine better on every level than all of our previous engines. This includes development flexibility.Question: What did he mean by "development flexibility?"
We can't give out specs, but I'm pretty sure a GeForce 3 would be fine. Just guessing, though. Today I was running the build with a GeForce 2. Of course, that was on a 2.2 ghz machine with 512 megs of RAM, so that's not a very good measure. Don't hold me to any of this; I'm just giving a wild guess based on what we're currently working with.Question: How do Jefferson's graphics compare to, say, Morrowind or Neverwinter Nights?
Our min-spec isn't going to be a 3 ghz with a GeForce 5 and 1 GB of RAM, I can tell you that much
Comparing Jefferson's graphics to MW isn't really appropriate, since one is a first-person game and the other is a third-person isometric game. It's also not entirely fair to compare Jefferson's graphics to NWNs. NWN uses an entirely dynamic lighting model. This creates uniformly good lighting, but a lot of the subtlety is lost. It was also a requirement for their engine, since it's also a very flexible toolset. The Jefferson engine uses a static lighting solution for environments because we're not building it to be an enduser toolset like NWN. We just want the levels and characters we make to look dope, fly, and phat. And they do, IMO.Question: Is the Jefferson engine suitable for modding?
The art pipeline is complicated. Pieces of static geometry go through three file formats (two proprietary) a number of times before they actually come together with light maps in the engine. It can be... frustrating... at times, but the visual effect is impressive.Question: How interactive will the environment of Jefferson be?
Making new maps would be hellaciously difficult. Sorry.
We have flexible fabric inventory items that display on avatars already.Question:Are the arrows going to stick in shields or armor like in NWN?
This is certainly possible, but I doubt we will spend time implementing something like this. Features like this fall into the "cool" category instead of the "fun" category. "Cool" lasts a few seconds; "fun" lasts for most of the game.Question: How will Jefferson handle camera rotation?
A solid scripting language with good documentation so that even stupid designers can write basic scripts.Okay. That really tells us nothing (other than revealing that some designers have low self-esteem), so let us turn to a more detailed answer (by Chad Nicholas):
Jefferson's scripting language is nothing like the IE's. It's a lot more like C (with arrays, enums, functions, if/else, for, while, switch, etc.) statements and commands.For the more programming-inclined, here's another interesting snippet (same author):
I'm not sure if end users will have access to it or not -- that decision rests with the producer.
Characters are objects, but you have a script function do something to them via their entityID, which is a unique handle to that object. The Protagonist() is a function -- that returns the entityID of the protagonist -- because the value of the entityID is not known until runtime.
Setting
Question: What is the setting of Jefferson?Sean Reynolds is coming to work at Black Isle, and he will be working on Jefferson. However, he will be the last designer to join the team, and he has no previous CRPG design experience. That said, I think he's a good pen and paper designer, and we needed another intermediate-level designer on the Jefferson project. Also, the fact that he was so involved with 3E Forgotten Realms should hopefully help remove me from the odious role of D&D mentat.We also know what Jefferson isn't (J.E. Sawyer again):
If you want to complain about Jefferson not being Fallout 3 (because it isn't), feel free.Then there's this little hint (Damien Foletto):
We already mentioned that there is plenty of room for a new D&D game, and that we'll be making quite a bit more between now and when our contract is up in 2005 (we can even start new D&D projects in 2005).In addition, the "other" codename for Jefferson is FR6, although Dave Maldonado claims that the game doesn't have anything to do with the Forgotten Realms accessory FR6: Dreams of the Red Wizards anymore:
...I can guarantee you that Jefferson now has absolutely nothing to do with FR6. Feel free to burn me in effigy if the game comes out and you still find yourself playing D&D in the Unapproachable East, heh heh!Still, even though the focus of the game may have been shifted from the Unapproachable East, how likely is it that they would have changed the ruleset and the campaign setting altogether? Not very likely.
Plot
Question: So, what's the story like?The main character(s) in Jefferson are initially drawn into the story through a coincidence. He/she/they are present, by chance, at an extremely bizarre event. The participants in this event then leave, with the main character(s) as the only witness and unknowing participant. However, this initial association does not define how the story progresses. It simply defines how the main character's take an initial position of importance to other major characters. It is left to the player to decide how their character(s) will inflate or discard this initial position for good or ill. There are no paths or courses that are "designer wrong" even if they may be "world wrong". Over the span of the story, the player decides how things will turn out. The role you choose for your character(s) is definitely of high importance and focus.We also know that Jefferson's plot is in some way connected to the plot of the Terry Gilliam movie Brazil.
I'm still surprised that no one has yet asked about the first image seen in Maralie's book -- the one that isn't seen ever again in the narration...A few days later, Josh changed his board avatar to this. The caption above the picture was "You cannot kill guilt." One of the other developers again made a casual remark about the connection between the avatar and Jefferson, and this spawned a huge number of highly speculative threads about Jefferson, the Dog, and the meaning of life, such as this one.
[I'd like the villains to be] major characters with clear, simple motivations that the player and characters can empathize with. Do you know anyone who seriously wants to rule the world -- or even a nation? How about someone who wants to just "amass power"? Nope, neither do I. I'm sure they exist, but I can't really empathize at all. But -- have you ever wanted to do something to help a friend (or your nation), even though you thought it might be wrong? Have you ever wanted to get the money to buy something so badly that you'd considered doing something illegal? I like characters with these sorts of motivations because I can empathize with them.Question: If Jefferson is a Forgotten Realms title, will the plot be connected to some of the (in)famous Realms organizations?
[I'd like to see the] portrayal of various Realms organizations with a detailed level of depth. Got Red Wizards of Thay in the game? Why do they do the things they do? How are they organized? Do they ever feud, and if so, how?
Gameplay
Question: What kind of a game is Jefferson?I can't say what kind of game we're working on right now (well, an CRPG obviously), but I can say it is BIG, deep, and should please a lot of our fans out there (we hope).Question: Is Jefferson an epic game?
If the characters themselves don't transform on a grand system scale (like in BG1), you have to emphasize other rewarding things.Question: Is Jefferson open-ended and nonlinear?
Emphasize the way in which characters note how the player does things. Emphasize the ability of the player to really choose a WIDE variety of paths through a game. Emphasize that the player's character may be special, but it's what the player DOES with the character that truly matters in the game. Place the player's character at the center of the action. He or she has the ability to save or ruin things everywhere he or she goes -- and it's not always a clear choice to make. But when he or she makes that choice, the die is cast. People pay attention, and they really react to what you've done. Areas may change, groups may change. Power axes may shift. And if you want to be a bloodthirsty town-killer, you can still win. If you want to creep and sneak and steal your way through danger, rock out. Most importantly, if you want to deal with the main problem of the game by facilitating that problem's success -- you should be allowed to.
Jefferson really isn't anything like Morrowind - whether you view that as a good or bad thing.Question: How does Jefferson compare to Fallout?
In a way, Jefferson emphasizes a lot of the gameplay elements that Fallout did. Though it was very cool to get Power Armor and miniguns in Fallout, it was much more cool to watch the end cinematic and see how your choices affected each of the areas you touched. And hey, if you wanted to take a dip in the vats, you could. Not necessarily a very satisfying ending, but you could do it. You could legitimately take the evil road to victory.Question: How does Jefferson improve upon the concepts that were present in previous BIS games?
My design focus has been somewhere between high concept and practical fun. I've never been a big fan of ethereal notions of game design. That said, I've taken a very long look at the way we've done things in the past, and I believe that we are trying to do some very ambitious things that are a step above and beyond what we have done in the past.Question: A few of the things I've read in this FAQ lead me to the conlusion that Jefferson will be a pretty revolutionary game. Any comments?
I don't think I've ever said that Jefferson would be revolutionary; revolutions can only be appreciated in retrospect. I think Jefferson will be very evolutionary. Jefferson will emphasize roleplaying and increased play options for characters.Question: Define "increased play options," please?
The ability to do a wider variety of things instead of a small variety of things at rapidly increasing levels of power.Question: I've heard similar claims before, but it always ends up the same: good characters do things for charity, and evil characters do things for the money. How is Jefferson going to be different?
Greater freedom in dealing with the main plot. The player should be able to take a variety of "good/neutral/evil" stances with regards to the story and still "win". This should be more involved than simply saying, "I do this for charity or money." If the player wishes to say, "No, good folk, I will not help you, but instead help these evil bastards." this should be allowed, even if the end result is something dreadful.Question: Killing an NPC in a town would turn the whole town against you in IE games, which usually resulted in a reload. Is Jefferson the same?
The world should punish the Protagonist; the game should not punish the player. There should not be a grand karmic designer wheel that makes evil PCs suffer for being evil. However, the world should respond appropriately to these acts. An evil PC should find him or herself disliked, feared, and hunted for known evil acts. If this means that certain aspects are harder or easier for those types of PCs, so be it.Question: Will I be able to create a whole party of adventurers myself (like Icewind Dale), or just one character (like Baldur's Gate)?
The background of the Protagonist should be left completely open for the player. No prophecies. No supernatural background. No assumed nationality, sex, race, or moral/ethical stance. The player should be allowed to play a wide variety of roles with relative freedom within the circumstances of the story.Question: What kind of a system will be used for generating ability scores?
For Icewind Dale II, I wanted to have a button called "free spend" that allowed players to set their statistics to whatever they want -- with the warning that the game was balanced for characters with N points and blah, blah, blah. I'd like to see that in Jefferson.Question: Will ability scores affect the dialogue options?
Lowering statistics to the severely sub-normal range will make you suffer. The main (player created) character is always the person who starts conversation, and if he or she has low enough social statistics, people will be utterly repulsed by him or her and not even carry on a conversation long enough to switch to a more personable NPC. All mental statistics have penalties that will scale down to the lowest available values and have the full force of their maladies inflicted upon characters of all types.Note the "carry on a conversation long enough to switch to a more personable NPC." This means that the joinable NPCs in Jefferson will have a much more active role in the conversations than seen before.
I would say that the dialogue will not be quite as dense as Torment. Probably somewhere between IWD2 and PS:T.Finally,
IWD2's dialogue is a big step up from the dialogues in IWD, IMO. Personally, I think the dialogue in IWD2 is a bit too light for a lot of hardcore RPG enthusiasts, but the dialogue in PS:T is too heavy for most people who AREN'T hardcore RPG enthusiasts.
We have made two full dungeon crawl products. That's enough for now. This shouldn't = "VOLUMES OF TEXT TO RIVAL THE ENCYCLOPEDIA BRITANNICA", but it should certainly be more focused on dialogue.Question: How will Jefferson track characters' reputation?
Some characters may only care about your positive reputation in an area, others might only care about your negative reputation in an organization, and others might try to balance a number of reputations when they speak to you.Question: What is Regional Reputation?
Certain characters will care about these different portions, but others might not. Got a good reputation with the People of the Black Blood? The citizens of Waterdeep might not care, but the folks at the church of Chauntea might.In addition, Factional Reputation may have further subdivisions:
These organizational ones could be broken down even further. For example, the Red Wizards of Thay in FR are currently divided about the existence of Enclaves (no relation to the post-apocalyptic U.S. gov't) and the "conquest through trade" method. If your character did something to reinforce the existence of the Enclaves against the wishes of the "old skool" Red Wizards who blow everyone up, you could increase your Red Wizard Progressive Positive reputation and increase your Red Wizard Traditionalist Negative reputation.Question: What are Fame and Infamy?
For example, if you single-handedly stopped a Super Mutant invasion of Vault City, that would likely result in Fame, since everyone in the game area would eventually know about something so important. If you single-handedly wiped out Vault City, you would get Infamy.Question: What are Epithets?
Old Lady: "Please, sir, could you help me find my cat? I am so very lost without her."
Protagonist: "I don't care about you. I don't care about your cat. I don't care if you and your cat live happily ever after. I don't care if you both burst into flame and are reduced to ash. Leave me alone."
IncEpithet(Protagonist(),"Apathy",1);
When your "Apathy" counter hits a certain point, you gain the epithet "Porcelain Mask".
Porcelain Mask: This character is known for his or her unshakable apathy towards everyone and everything. Stones care more about the rising and the setting of the sun than you care about your fellow man.
Does the character repeatedly refuse rewards even when they are richly deserved? Maybe he should earn the Blessed Charity reputation. In special situations, NPCs could respond to this state and let the player know that they are hot stuff, baby. Did your character kill a man in Suzail just to watch him die? Laugh at the misfortune of widow? Cruel Master. Have you frequently provoked fights or convinced NPCs/CNPCs to attack their enemies? Antagonistic Barb.Question: Is there a list of known Epithets?
For example, let's say you have the epithet "Blessed Charity". You enter the town of Floozel and anger a few people, gaining a negative reputation in the community. The priests at the temple of Flamzel, though, look to see if you have the Blessed Charity epithet before they look at your general rep. If you have it (and don't have a contradictory one -- like, say, Wind of Death), they will greet you with open arms.Question: Can we lose epithets?
Similarly, you may have the epithet "Forge of Rage" in a town where you have an otherwise good reputation. The refined nobles of the community might look down on such an explosively violent individual and have trouble associating with you.
A character who has a good reputation, but is known throughout the lands as a "Cruel Master" would be poorly received by priests of Ilmater, regardless of other factors.
Right now, it's only an additive system. We figure that a person will generally tend towards one type of behavior or the other (given two polar opposites). And if they don't, we can accomodate that by simply cancelling the checks out when appropriate. For example, we could have a character who responds favorably towards people who are Gentlemen/Gentlewomen of Disctinction, but NOT Forges of Rage.Question: Wouldn't this severely punish a character that has conflicting epithets since they effectively cancel each other out?
No, it's just not rewarding him/her. The same thing could also happen in reverse. A character might respond negatively to a Forge of Rage UNLESS the person is also a Gentleman/Gentlewoman of Distinction. And yes, it varies from person to person. Responses to epithets are all individual; that's supposed to be part of their appeal.Question: What degree of control will I have over joinable NPCs?
If the Protagonist says to a CNPC, "SHUT THE HELL UP." or "I WOULD LIKE YOU TO DO YOUR OWN THING IN COMBAT." The CNPC should say, "Yes sir, yes sir, three bags full." and DO IT.Hopefully, if Jefferson uses AI-scripted joinable NPCs, they will work better than Neverwinter Nights' henchmen or suicidal (and homicidal) Fallout NPCs.
There should be CNPCs in the game, whether the player chooses to make use of them or not. The CNPCs should have detailed personalities and methods of interaction. Their responses to PC and CNPC actions should be based on personal biases, not alignment. A humble, pious, tolerant paladin should have a big problem with a zealous worshiper of Torm -- even though they have the same alignment. In many cases, evil CNPCs could get along with good CNPCs if neither shows any behavior that is particularly abhorrent to the other.Question: Will there be romances?
And if they do have problems, or come to some crisis between each other, it should be the role of the Protagonist to resolve these issues. Does the Protagonist have a high Charisma? High Bluff/Intimidate/Diplomacy? How will he or she deal with these situations? Will those solutions last?
Similarly, the Protagonist should have the capability to change the characters -- both from a role-playing standpoint and in a "game" sense. Maybe that keen rogue can be convinced to become a cleric of Mask. Maybe he can be reformed and go in another direction entirely. This makes the characters part of the gameplay.
Jefferson emphasizes breadth of character development. The goal is not to make the player focus on rapid advancement and getting phat loot, but on using a wide variety of abilities to solve problems in the way that they want to. And in solving those problems, they should not only feel systematically rewarded for their efforts (XP, etc.), but they should feel as though the world really reacts to what they have done, and the way they did it.Question: Will there be prestige classes?
Personally, I would try to implement them close to the book, with a bit of toning down for the more powerful domains (like Time). I'd go through the deity list for the setting, find the most common domains, followed by the less common domains, trailed by the extremely rare domains. I'd focus on implementing the domains in order of use to get the most out of them. Demi-human deities were sorely missed in IWD2, so I'd make sure that they were all WELL represented. With the proper approach to implementation, I don't think that getting 50-75 deities in would be unreasonable.Question: What will the inventory in Jefferson look like?
It's not a matter of getting all domains in for every deity, it's a matter of getting at least three solid domains in for every deity. Take the domains implemented in NWN, for instance. If you were to make genuine deity lists using those domains, you couldn't actually cover a lot of ground. It's not as outlandish as it sounds.
You can still have a wide variety of appropriate dialogue options for clerics of 50+ deities. There are a lot of cases where deities overlap in their outlook on a situation. For instance, you could check to see if the character worships Tyr, Helm, Torm, or another super lawful anti-thievery deity, then give this dialogue option:
"By <DEITYNAME>, I swear you will not get away with this vile theft!"
Not too crazy, and perfectly appropriate.
Weight limited only, effectively infinite slots, no inventory Tetris.Question: Will Jefferson feature a barter system like the Fallout games, or will it have straight items-for-gold conversion (like the IE games)?
I think it would be appropriate if evil characters could use/traffic drugs and/or other contraband by making special alliances. These alliances could also help them sell stolen goods -- when selling stolen goods at a "legit" store would get the town guards after them.Question: Will there be places to store stuff? What about strongholds?
It may have a turn-based option. To be honest, I would like to make the game straight-up turn-based with smaller, more contained battles, but that ship doesn't sail far beyond my office. The engine can use a turn-based mode, but we still have to gauge if we will have a healthy amount of time to fully implement and test both systems. A lot of people (correctly) say that it takes extra time to implement a turn-based and real-time combat system. When we get into serious combat testing, the amount of time and work we have left will determine whether we push for two well-implemented systems or just stick with one. Two mediocre systems -- that doesn't make anyone happy.Question: Will Jefferson include all the D&D weapon types (if it is a D&D game)?
We've been allocated a pretty healthy amount of time, but I'm not too keen on making promises about things that are uncertain.
There are so many weapon types in Jefferson that it's honestly pretty crazy. It's like Matrix walking out of the surplus store in Commando. There are dozens of different weapon types.Question: I thought adding new weapons was difficult. How come they're adding all these new weapons all the sudden?
In a 3D engine, putting in wacky weapons is usually pretty simple as long as the body motions of the character match up to the weapon that's being used. For example, if a character has a single-handed slash animation, it's as easy to socket a longsword in there as a scimitar, sabre, khopesh, kukri, or hand axe. Animated weapons (like whips, flails, etc.) are more difficult, but still easier to do than in 3D.Question: Will there be horses, riding, and mounted combat in Jefferson?
This would apply to any set of similar weapons. Hell, if you had a pistol animation, you could put fifty pistol-ish weapons with different models and weapons in the character's hand with no difficulty at all.
In 2D, this is a little more difficult, since it involves making overlays. A lot of them. In general, 3D avatars really do offer a lot more customization and flexibility.
I think that D&D games can, and should, have mature content. But it should be mature, not immature. Evil should be presented with motive and bit more complexity than some games show. Moral relativism should be implicit (but not explicit, since that gets really grating) and this should definitely play in to how the the story unfolds.