A Game of Thrones - No Pussyfooting
A Game of Thrones - No Pussyfooting
Interview - posted by Jason on Tue 19 April 2011, 09:13:34
Tags: A Game of Thrones RPGKharn and the GameBanshee crew had a chance to throw a few questions at Cyanide (Blood Bowl, Loki) about the upcoming A Game of Thrones RPG.
Thomas: We are working on a linear storyline in which our two main characters are "delimited". This must not be equated with constrained; it just means that a coherent story requires that the dramatis personae be coherent. The two of them thus have a well-defined background and a given mindset, which impact on their relationship. Of course, the player will be able to customise the equipment and attributes of his characters and this will allow them to evolve in a direction chosen by the player.
The same goes for the storyline. It would be impossible to offer an epic adventure if the game was played in an open world. Depth can only be provided if we keep the player to a linear path. Again, the player will be able to make vital choices at key moments, so he is not a captive of the game scenario.
As for gameplay, we are very much tactical RPG-orientated. That's why, in combat, we use an active pause system which allows skills to be stacked while the game is switched into slow motion.
Thomas: We are working on a linear storyline in which our two main characters are "delimited". This must not be equated with constrained; it just means that a coherent story requires that the dramatis personae be coherent. The two of them thus have a well-defined background and a given mindset, which impact on their relationship. Of course, the player will be able to customise the equipment and attributes of his characters and this will allow them to evolve in a direction chosen by the player.
The same goes for the storyline. It would be impossible to offer an epic adventure if the game was played in an open world. Depth can only be provided if we keep the player to a linear path. Again, the player will be able to make vital choices at key moments, so he is not a captive of the game scenario.
As for gameplay, we are very much tactical RPG-orientated. That's why, in combat, we use an active pause system which allows skills to be stacked while the game is switched into slow motion.
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