For a decade, a particular dialogue choice at the onset of Pillars of Eternity’s expansion, The White March: Part One, has captivated the imagination of players. After successfully defending the town of Stalwart from an ogre onslaught, players are free to explore, engage with locals, and embark on side quests typical of the RPG genre. A curious interaction at the docks reveals a man concealed within a barrel of fish, leading to his unexpected introduction to the player.
This intriguing character, Zahua, is a martial artist and ascetic who has taken refuge in the barrel as part of his quest for self-debasement. His arrival is marked by a bewildering question posed to the player: “Are you real?” This moment serves as both a humorous nod to the dialogue conventions of Obsidian and classic RPGs, while also providing a rich opportunity for role-playing.
Dialogue Choices that Spark Laughter
The array of potential responses to Zahua’s question is delightfully varied:
- “Yes.”
- “[Lie] No.”
- “[Lie] Yes.”
- “No.”
- “Now that you ask, I’m not so sure.”
- “There is no way to be certain.”
Upon first encountering these options in 2015, they elicited a primal, hearty laugh. The choice “[Lie] Yes” stands out as particularly compelling, suggesting an underlying existential angst and a desire to conform to societal norms, encapsulating the essence of role-playing in a single line.
To delve deeper into the creation of this memorable exchange, I reached out to Eric Fenstermaker, the former Obsidian writer responsible for Zahua’s dialogue. He shared insights into the character’s introduction, explaining that the setting—a fishing village with market stalls and barrels—naturally inspired the idea of Zahua practicing detachment from the material world by hiding inside a barrel of fish.
Fenstermaker elaborated, “I wanted to introduce him in a way that immediately conveyed his character. What if he’s dozed off and lost track of what is real?” His intention was to allow players the freedom to explore their own interpretations of reality, paralleling Zahua’s own disorientation.
Moreover, Fenstermaker emphasized the importance of player agency in RPGs. “If the NPC is allowed to reject reality, shouldn’t the player also be allowed?” This philosophy resonates throughout the game, intertwining humor with deeper themes of spiritual uncertainty, as exemplified by Zahua’s whimsical inquiry.
While Fenstermaker acknowledges the comedic nature of the exchange, he also expresses a desire for greater reactivity within the dialogue. He reminisces about a particularly amusing line from the base game, where players can adopt a nihilistic backstory and later respond to a shocking revelation with “[Nihilist] I KNEW IT!” This reflection ignites a curiosity to experience the game from a nihilist perspective.
Ultimately, Fenstermaker believes that RPG dialogue should facilitate self-expression and discovery for players. “Much of the essence of RPG dialogue is allowing players to express their character,” he notes, recognizing the diverse motivations that players bring to the genre. Whether drawn to combat mechanics or narrative depth, the goal remains to engage players on their own terms, fostering a rich tapestry of experiences within the game.