The Dark Eye: Demonicon Interview
The Dark Eye: Demonicon Interview
Interview - posted by Monolith on Sat 13 June 2009, 12:14:08
Tags: Carsten Strehse; Silver Style; The Dark Eye: DemoniconGamebanshee has posted an interview about The Dark Eye: Demonicon after firing over some questions to Carsten Strehse, the Development Director. Some of it sounds suprisingly good, such as...
GB: From what we've read, your plan is to present the player with difficult, plot-critical choices during the game. Can you give us an example or two and take us through what effects each choice will have on the rest of the game?
Carsten: First of all, every quest will have at least three different solutions, and combat is not always the best or the easiest approach. Moral decisions will also play a great role in the game. For example: Will our hero form an alliance of convenience with a mad ruler? Such an alliance would yield valuable information, but in the long run, it could also hurt our hero’s reputation and alienate potential allies. Alternatively, he could seek help from a resistance movement, and the insane ruler would then relentlessly try to hunt him down. At the same time, though, the resistance could stir up a rebellion which would be of invaluable help to our hero in later quests. So there is no single correct way, but many different possibilities to develop a special relationship with the game world by making your own choices....and...
GB: Since it's the most recent TDE-based video game, there will obviously be comparisons drawn to Radon Labs' Drakensang once Demonicon is released. How will Demonicon differ from Drakensang in terms of its control scheme, dialogue system, quest layout, and other such gameplay elements?
Carsten: Two of the most important differences are character generation and character development, both of which were implemented only rudimentary in Drakensang. As described above, in Demonicon role-playing game fans can let their imagination run free and design their player character according to their own preferences – based on the rules of The Dark Eye, of course. During the game, there’s a strong emphasis on character development by leveling up and finding new equipment and items. Another distinction to Drakensang is our combat system: It presents combat far more dynamically and gives the player the feeling of being right in a battle. We’ll also break new ground regarding camera perspectives: Demonicon has an isometric camera which can be zoomed and rotated freely.New ground indeed.
Unfortunately, Carsten's interviews always were like that, unlike most of his games.
Still, it got me interested. And the art design shown in the gallery section on the official website is, while being as cliché as you can get (which fits the The Dark Eye), hardly as over the top as any recent RPG I've seen. No big-ass swords, women actually dressed commonly, war-hammers and war-axes looking slightly like their real life counterparts. I definitely get a TDE vibe - which wasn't the case with Drakensang.
Thanks, Shannow
GB: From what we've read, your plan is to present the player with difficult, plot-critical choices during the game. Can you give us an example or two and take us through what effects each choice will have on the rest of the game?
Carsten: First of all, every quest will have at least three different solutions, and combat is not always the best or the easiest approach. Moral decisions will also play a great role in the game. For example: Will our hero form an alliance of convenience with a mad ruler? Such an alliance would yield valuable information, but in the long run, it could also hurt our hero’s reputation and alienate potential allies. Alternatively, he could seek help from a resistance movement, and the insane ruler would then relentlessly try to hunt him down. At the same time, though, the resistance could stir up a rebellion which would be of invaluable help to our hero in later quests. So there is no single correct way, but many different possibilities to develop a special relationship with the game world by making your own choices.
GB: Since it's the most recent TDE-based video game, there will obviously be comparisons drawn to Radon Labs' Drakensang once Demonicon is released. How will Demonicon differ from Drakensang in terms of its control scheme, dialogue system, quest layout, and other such gameplay elements?
Carsten: Two of the most important differences are character generation and character development, both of which were implemented only rudimentary in Drakensang. As described above, in Demonicon role-playing game fans can let their imagination run free and design their player character according to their own preferences – based on the rules of The Dark Eye, of course. During the game, there’s a strong emphasis on character development by leveling up and finding new equipment and items. Another distinction to Drakensang is our combat system: It presents combat far more dynamically and gives the player the feeling of being right in a battle. We’ll also break new ground regarding camera perspectives: Demonicon has an isometric camera which can be zoomed and rotated freely.
Unfortunately, Carsten's interviews always were like that, unlike most of his games.
Still, it got me interested. And the art design shown in the gallery section on the official website is, while being as cliché as you can get (which fits the The Dark Eye), hardly as over the top as any recent RPG I've seen. No big-ass swords, women actually dressed commonly, war-hammers and war-axes looking slightly like their real life counterparts. I definitely get a TDE vibe - which wasn't the case with Drakensang.
Thanks, Shannow