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Guido Henkel's Deathfire will be an INTENSE blobber

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Guido Henkel's Deathfire will be an INTENSE blobber

Game News - posted by Infinitron on Wed 20 March 2013, 19:05:56

Tags: Deathfire: Ruins of Nethermore; G3 Studios; Guido Henkel

Over at his blog, Guido Henkel has more to say about his upcoming "in your face" real time first person RPG, Deathfire. As some of you may have guessed, it's going to be a blobber. Guido cites Dungeon Master and Wizardry as influences, but plans to take things one step further:

Running in a first-person view, it is a party-based real-time role-playing game with a focus on the story. It is not an open world design. Instead, it is very focused to create maximum impact for the player. Therefore, we will very tightly control the environment the player moves through so that we can manipulate it as best as possible. This also means that it is a stepped role-playing game, by which I mean that there will be no free roaming the 3D environment. The player will take one step at a time as he explores the world. Not only does this help us to maintain a high level of quality in the overall experience, but it is in many ways also more reminiscent of many traditional pen&paper games where you’d use graph paper to map out the game.​

When we think of first-person stepped role-playing games, two candidates come to mind, immediately, I think. The first one is Dungeon Master, the granddaddy of all real-time first-person roleplaying games, and the second one would be the games in the Wizardry series. Deathfire will be like neither of them. It will be so much more. It will be as gripping as Dungeon Master – or Grimrock if you’re not old enough to have played the original Dungeon Master upon which it was based – but it will have the depth of a real role-playing game, putting it more in line with the Wizardry games, perhaps. It will be a completely amped up affair. It will be more intense and deeper than either of these games. We have completed the character system design at this point and I can tell you that there are enough character attributes and stats to rival the Realms of Arkania games. Well, not exactly, but we’re not too far away from its depth. Our intentions are to push the envelope on what has been done with stepped role-playing games in the past. I feel that there is a huge untapped potential how that gaming experience can be enhanced.​

Think of it this way, if there’s an earthquake, in most stepped genre games you would see the screen shake and that’s about it. In the case of Deathfire, I want this to become a much more gripping event where you will see rocks shake loose, where dust clouds will form and debris will rain down from the ceiling. Characters will react to it, voice their disapproval and fear, based on their stats, or urge the others to move along before everything caves in. On the whole, I want it to become an experience that is every bit as vibrant and alive as it is dangerous and adventurous.​

INTENSE!

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