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Using deeds instead of skills in Rise of the Argonauts

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Using deeds instead of skills in Rise of the Argonauts

Preview - posted by DarkUnderlord on Wed 25 June 2008, 14:36:11

Tags: Rise of the Argonauts

Next-Gen have a preview up of Rise of the Argonauts. They talk about some of the more unique aspects of the game's skill system. Mainly that there is none:

More than six months on, a new ‘production cut’ – a 45-minute edit of a two-hour level assembled from elements at varying stages of readiness for the game’s autumn release on PS3, 360 and PC – has some answers. Argonauts’ action RPG credentials are lent by the fact that the plot and player attributes are advanced by victory in battle; it’s a genre-bender because there are still no stats. No trading of numbers. No default onscreen furniture – HUD, life bar, lock-on circles.

No experience points, even. In their place, Jason completes ‘deeds’, which he can then redeem with his chosen deity for new attributes. Arguing that the BioWare/Fable model of selecting a good or evil path penalizes the less partisan adventurer with lesser rewards, and that such dualistic extremes don’t fit the nuanced, humanistic morality of ancient Greece, Liquid is instead offering a choice of four gods. Allegiance to each develops a particular fighting style and weapon specialism, and the developer claims its weapon-balancing and fair distribution of spoils means players can roleplay without having to remove themselves from the story to manage the math. The game’s rethinking of action-RPG convention is loving but also blasphemous, and may be its defining feature. It seeks to both honor and improve upon the core components of the genre.​
Blasphemous?

Spotted @ RPGWatch

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