Kult Q&A at WithinGames
Kult Q&A at WithinGames
Interview - posted by Vault Dweller on Mon 12 April 2004, 18:16:06
Tags: 3D People; Kult: Heretic KingdomsWithin Games posted an <a href=http://www.withingames.net/index.php?show=articles&type=showspecial&id=70>interview[/url] with Jan Turan und Chris Bateman about Kult: Heretic Kingdoms, an upcoming fantasy RPG that promises to have more role-playing then just playing with stats.
As far as I know Kult: Heretic Kingdoms is the first project of 3D People and it's an ambitious rpg. But nowadays there are so many games in this genre. What features will make Kult: Heretic Kingdoms better than the rest?
...Also, the dialogue system is quite different, as most of the quests unfold in multiple different ways. The player has a lot of choice as to how they interact with the world - they can choose to be trustworthy and loyal, or a selfish betrayer. Although you can choose the outcomes, you still have to live with the consequences. If you betray someone, don´t be surprised if they refuse to deal with you anymore, or perhaps even try to have you killed. And even if that happens, you may be able to find a way around it...
Speaking of quests - can you give an example how the quests in Kult: Heretic Kingdoms will look like?
Okay, but I´m reluctant to say too much because the quests relate to one another, and there are a lot of surprises and twists imbedded in the quest structure. However, at a certain point the player will be pursuing a particular goal for the Inquisition, during the course of which they will end up escorting a thief as a means to an end. The player can respond to this situation in a number of different ways - including being rather negligent in their duties! Ultimately, you don´t have to continue to protect this thief - in fact, you may end up betraying him completely. This illustrates the sort of freedom within the narrative space the quest system provides.
Although there is an overall framework, there is freedom of choice within the quests, and continuity between them - the outcome of one quest affects the nature of other quests (and the world at large). That doesn't sound too bad, does it? In fact, it sounds great, assuming that they can deliver all that.
Spotted at: RPG Dot
As far as I know Kult: Heretic Kingdoms is the first project of 3D People and it's an ambitious rpg. But nowadays there are so many games in this genre. What features will make Kult: Heretic Kingdoms better than the rest?
...Also, the dialogue system is quite different, as most of the quests unfold in multiple different ways. The player has a lot of choice as to how they interact with the world - they can choose to be trustworthy and loyal, or a selfish betrayer. Although you can choose the outcomes, you still have to live with the consequences. If you betray someone, don´t be surprised if they refuse to deal with you anymore, or perhaps even try to have you killed. And even if that happens, you may be able to find a way around it...
Speaking of quests - can you give an example how the quests in Kult: Heretic Kingdoms will look like?
Okay, but I´m reluctant to say too much because the quests relate to one another, and there are a lot of surprises and twists imbedded in the quest structure. However, at a certain point the player will be pursuing a particular goal for the Inquisition, during the course of which they will end up escorting a thief as a means to an end. The player can respond to this situation in a number of different ways - including being rather negligent in their duties! Ultimately, you don´t have to continue to protect this thief - in fact, you may end up betraying him completely. This illustrates the sort of freedom within the narrative space the quest system provides.
Although there is an overall framework, there is freedom of choice within the quests, and continuity between them - the outcome of one quest affects the nature of other quests (and the world at large).
Spotted at: RPG Dot