DS2 is da bomb says Chris Taylor
DS2 is da bomb says Chris Taylor
Interview - posted by Vault Dweller on Wed 20 July 2005, 18:03:02
Tags: Chris Taylor (Gas Powered Games); Dungeon Siege 2Yep, that's pretty much what he said in a recent <a href=http://www.computerandvideogames.com/r/?page=http://www.computerandvideogames.com/news/news_story.php(que)id=121914>interview[/url] brought to you by CVG: "Dungeon Siege II represents one of the highest density experiences you'll ever get in a box":
Some hype:
If you look at everything I've done over the past 17 years, Dungeon Siege II absolutely represents the very highest quality of product in terms of craftsmanship and polish that I've ever been involved with.Some personal growth:
Well, I went through some personal growth where I came around to a realisation about what storyline gives the player. On top of that, it's amazing how much fun it is to go into a room and say, "okay, we've got to come up with a really interesting backstory and fictional universe," and then put the game inside that. It actually makes the whole design job easier, so I've come around!On challenges of making games for morons:
You just have to kill every damn thing. And why would one person be motivated to do that unless someone evil has pissed you off and you have to kill everything. We toyed with the idea of having your enemy be the 'good' guy, but that just confused people.Some bullshit:
I don't think we'll see a game that's this big again. We're looking at over 70 hours of gameplay with Dungeon Siege II, but it's getting harder and harder to deliver that many hours of gameplay. This might be the last big RPG before you start looking at 20 or 30 hours, maximum.Is he taking lessons from DW Bradley?
Some hype:
If you look at everything I've done over the past 17 years, Dungeon Siege II absolutely represents the very highest quality of product in terms of craftsmanship and polish that I've ever been involved with.
Well, I went through some personal growth where I came around to a realisation about what storyline gives the player. On top of that, it's amazing how much fun it is to go into a room and say, "okay, we've got to come up with a really interesting backstory and fictional universe," and then put the game inside that. It actually makes the whole design job easier, so I've come around!
You just have to kill every damn thing. And why would one person be motivated to do that unless someone evil has pissed you off and you have to kill everything. We toyed with the idea of having your enemy be the 'good' guy, but that just confused people.
I don't think we'll see a game that's this big again. We're looking at over 70 hours of gameplay with Dungeon Siege II, but it's getting harder and harder to deliver that many hours of gameplay. This might be the last big RPG before you start looking at 20 or 30 hours, maximum.