Harbinger Interview at RPGPlayer
Harbinger Interview at RPGPlayer
Interview - posted by Mistress on Fri 10 January 2003, 15:11:26
Tags: HarbingerRPGPlayer also have an interview with Andrew Muir, lead programmer at Silverback Entertainment.
RPGPlayer: Frequently when you speak about action crpg, people think about a game where fighting is more important than a good plot or a good story; in Harbinger it seems that story and its development are the most accurate components, how you have joined these two apparently conflicting aspects?
Silverback: I don’t think these two have to necessarily be conflicting aspects. To draw a parallel with movies, the best action movies are still the ones with the most interesting plots. That said, the main steps we took to achieve a good balance between action and story was to include enough story to really satisfy the readers, but allow an early out for the players that want to get right back into the action. It’s the whole pyramid form you learn in journalism. In our dialog, we give the player the most important quest-related information first.
After you digest this, you can go merrily about your way blasting stuff and finding goodies. However, we also provide dialog responses that will lead you much, much deeper into the details of our game world. So in the end, you can basically read to your comfort level and enjoy the game at the depth of your choosing.
Spotted over at RPGDot
RPGPlayer: Frequently when you speak about action crpg, people think about a game where fighting is more important than a good plot or a good story; in Harbinger it seems that story and its development are the most accurate components, how you have joined these two apparently conflicting aspects?
Silverback: I don’t think these two have to necessarily be conflicting aspects. To draw a parallel with movies, the best action movies are still the ones with the most interesting plots. That said, the main steps we took to achieve a good balance between action and story was to include enough story to really satisfy the readers, but allow an early out for the players that want to get right back into the action. It’s the whole pyramid form you learn in journalism. In our dialog, we give the player the most important quest-related information first.
After you digest this, you can go merrily about your way blasting stuff and finding goodies. However, we also provide dialog responses that will lead you much, much deeper into the details of our game world. So in the end, you can basically read to your comfort level and enjoy the game at the depth of your choosing.
Spotted over at RPGDot