<p>Gamasutra continues to entertain, <a href="http://gamasutra.com/view/news/34276/How_RPGs_Were_A_30Year_Detour_Matt_Findley_On_Hunted_The_Demons_Forge.php" target="_blank">today by interviewing Matt Findley</a> (president of inXile) on <strong>Hunted: The Demon's Forge</strong>.</p>
<blockquote>
<p><strong>Approaching this genre what was your go-to in terms of the way you wanted to present the action or player interaction? Because it's sort of a new spot for you guys as a developer.</strong>
Well, you know, we analyzed the long history of video games. I think these games always wanted to be action games at their heart. I think all those old turn-based games, it's just that's all the technology would allow.
The tech today, using Unreal Engine 3, which allows us to prototype really, really fast and spend more time to make the game than worrying about the technology, it allowed us to deliver on that action experience.
When you play a modern action game, whether it's set in World War II or outer space, they all have similar mechanics -- jumping into cover, ducking into over, and shooting. We thought that applied equally well to spellcasting and shooting a bow as it did to shooting a machine gun. It was really our primary goal in the beginning to just find all the ways we could...</p>
</blockquote>
<p>The only way to make this paragraph even more accurate than it already is, is to add a healthy r00fles! at the end.</p>
<blockquote>
<p><strong>So, now you're sort of moving a step back and saying, "You're not solving that simple problem that was solved with the Apple II anymore."</strong>
That's definitely part of it. I mean, the reason those games were turn-based sword battles is that was the only option you had. I think, now you get that twitch element of "me at the controller." When you take the monster down because you successfully hit, blocked, switched to exploding arrows, and shot him in the head, you're getting that same depth that you would have had through 30 years ago D&D experience, but it's happening fast-paced, quick, and in real-time for a modern audience that wants to see action.</p>
</blockquote>
<p>The proper term is face-pace, Matt. Face-pace combat. Sounds awesome.</p>
<p> </p>
<p><em>Newsitem spotted by deus101.</em></p>
<blockquote>
<p><strong>Approaching this genre what was your go-to in terms of the way you wanted to present the action or player interaction? Because it's sort of a new spot for you guys as a developer.</strong>
Well, you know, we analyzed the long history of video games. I think these games always wanted to be action games at their heart. I think all those old turn-based games, it's just that's all the technology would allow.
The tech today, using Unreal Engine 3, which allows us to prototype really, really fast and spend more time to make the game than worrying about the technology, it allowed us to deliver on that action experience.
When you play a modern action game, whether it's set in World War II or outer space, they all have similar mechanics -- jumping into cover, ducking into over, and shooting. We thought that applied equally well to spellcasting and shooting a bow as it did to shooting a machine gun. It was really our primary goal in the beginning to just find all the ways we could...</p>
</blockquote>
<p>The only way to make this paragraph even more accurate than it already is, is to add a healthy r00fles! at the end.</p>
<blockquote>
<p><strong>So, now you're sort of moving a step back and saying, "You're not solving that simple problem that was solved with the Apple II anymore."</strong>
That's definitely part of it. I mean, the reason those games were turn-based sword battles is that was the only option you had. I think, now you get that twitch element of "me at the controller." When you take the monster down because you successfully hit, blocked, switched to exploding arrows, and shot him in the head, you're getting that same depth that you would have had through 30 years ago D&D experience, but it's happening fast-paced, quick, and in real-time for a modern audience that wants to see action.</p>
</blockquote>
<p>The proper term is face-pace, Matt. Face-pace combat. Sounds awesome.</p>
<p> </p>
<p><em>Newsitem spotted by deus101.</em></p>