RPGDot interviews DS2 Lead Designer
RPGDot interviews DS2 Lead Designer
Interview - posted by Spazmo on Fri 8 October 2004, 00:35:35
Tags: Dungeon Siege; Gas Powered GamesOur pals at RPGDot have posted an <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=1059>interview[/url] with Gas Powered Games' Kevin Lambert about the upcoming screensaver sequel Dungeon Siege II.
RPGDot: We have heard from our true role-playing fans that they were a little disappointed with the depth of the story in the original Dungeon Siege. Will the player be more involved in Dungeon Siege II? Do you have some good news for the RPGers out there?
Kevin Lambert: It was great to hear that fans of the original Dungeon Siege were excited about a deeper narrative because this was an area we also wanted to improve. The quests in DS2 are deeply intertwined with the story, the party members all have distinct stories and personalities, and occasionally they speak to each other. We've also added roughly four times the amount of dialogue that DS1 had and there are many more interactive and non-interactive cut-scenes to tell the story. We have definitely taken a step towards the more classic definition of RPG, but have also struck a balance to keep the action element as well.
Erm... none of them used to have wings, did they? And, ah, do any of them have big trouble with trusting people and an inclination to make this painfully clear? Please say no.
RPGDot: We have heard from our true role-playing fans that they were a little disappointed with the depth of the story in the original Dungeon Siege. Will the player be more involved in Dungeon Siege II? Do you have some good news for the RPGers out there?
Kevin Lambert: It was great to hear that fans of the original Dungeon Siege were excited about a deeper narrative because this was an area we also wanted to improve. The quests in DS2 are deeply intertwined with the story, the party members all have distinct stories and personalities, and occasionally they speak to each other. We've also added roughly four times the amount of dialogue that DS1 had and there are many more interactive and non-interactive cut-scenes to tell the story. We have definitely taken a step towards the more classic definition of RPG, but have also struck a balance to keep the action element as well.
Erm... none of them used to have wings, did they? And, ah, do any of them have big trouble with trusting people and an inclination to make this painfully clear? Please say no.