Interview - posted by Vault Dweller on Mon 26 March 2007, 01:17:19
8. Dialogues. What role do dialogues play in your game? Why? Are there great lines like "I saw a mudcrab the other day" or "Elvish, motherfucker! Do you speak it?" in your game?
Thomas: Dialogue in any RPG is critical to establishing the game world and advancing the storyline. Eschalon handles dialogue via a branching system with different responses based on quest flags. It is simple yet effective and allows the player to have multiple responses to most situations based on how they want to play their character. Overall weâ€™ve chosen to keep the dialogue a bit leaner compared to other contemporary RPGs to more closely match the flow of a classic RPG. As for great lines, I guess the player will need to make that judgment for themselves!</blockquoute>
Review - posted by Section8 on Thu 22 February 2007, 04:05:22Tags: Bethesda Softworks; The Elder Scrolls IV: Oblivion
Every now and then, a game comes along that sounds so insanely good on paper, that it doesn't really need salesmanship to get it out the door and into the eagerly grasping hands of gamers. But that didn't stop Bethesda hyping the ever-loving shit out of fourth Elder Scrolls RPG anyway. So is it the second coming? Is it even a decent game? These are the sort of questions that rattled through my mind as I sat back and watched the Patrick Stewart narrated introduction to Tamriel's Imperial province of Cyrodiil, where the game takes place.
Interview - posted by Vault Dweller on Thu 1 February 2007, 13:40:08Tags: BioWare; Casey Hudson; Mass Effect
It's a good question. In some ways Mass Effect is a lot like Knights of the Old Republic, so all KOTOR fans should be really excited. You have a starship, and you travel the galaxy, having all these really great moments. You have all these Mass Effect powers, which are a lot like Force Powers in the Star Wars universe. However, the main difference, which is where the game really shines, is the main character. I know the word "extreme" may seem overused a bit, but it's an extreme character who does some very extreme stuff unlike Revan who was a very blank character.
Click here to learn more.
Review - posted by Role-Player on Mon 29 January 2007, 04:01:05Tags: Brian Fargo; inXile Entertainment; The Bard's Tale (2004)
Unlike most other hackâ€™nâ€™slashers, The Bardâ€™s Tale has no inventory to speak of nor does it have any loot that you can physically acquire from fallen enemies. All the items the Bard can acquire are either purchased at weapon stores and taverns, or handed out at several fixed points in the gameâ€™s story with the weaker equipment being automatically converted to the gameâ€™s currency. It's not hard to imagine some sort of brief setup on why this happens - considering the Bard's big mouth and penchant for making rash decisions, he might have angered some wizard or genie that made his desire for coin come true but at the expense of never being able to acquire items unless he spent the gold he cherished so much. But nothing ever explains the logic behind this quirky mechanic, ingame or otherwise. And since the Bard's equipment is improved once in a while by picking up better weapons and replacing the ones he has automatically with shinier and deadlier versions, why am still I finding poor weapons that are instantly changed to gold? Instead of just finding a ton of weapons the Bard won't equip and since automation was apparently a design goal, why not have enemies just drop gold right away? There's no point showing the player a weapon or item the Bard has picked up but won't be able to use. There could be a certain charm to the items you find on slain enemies but seeing Wolfs dropping the likes of picnic baskets and red hoods isnâ€™t exactly pushing humor to new heights.
Who would've thought loot in a hack'n'slasher was good?
Editorial - posted by Vault Dweller on Thu 4 January 2007, 21:21:55Tags: The Year in Review
Bioware's younger brother kinda saved the year with Neverwinter Nights 2, which could be described as Baldur's Gate 2 meets Icewind Dale 2, which is great, because these are my favourite games. From Baldur's Gate weâ€™ve got the epic story reflecting the choiceless life of the Chosen One, and from Icewind Dale 2 weâ€™ve got endless waves of enemies and more combat than in Halo, which is another of my favourite games, so I'm pretty sure we are dealing with an instant classic and a game of the year material here. Any game that features a githyanki proctologist
Review - posted by Role-Player on Mon 27 November 2006, 02:57:42Tags: Sir-Tech; Wizardry 8
Review - posted by Vault Dweller on Mon 20 November 2006, 03:46:22Tags: Gothic III; Piranha Bytes
Don't forget to take a look at the screens. My character risked his life many a time for them.
Interview - posted by Vault Dweller on Wed 8 November 2006, 17:23:17Tags: Drakensang
5. You've also mentioned that you feel that a "purely turn-based system only addresses a minority of today's RPG audience". Even though I agree with you 100%, unfortunately, here is a simple question: why? Do you feel that the era of turn-based RPGs is over and no TB game, no matter how successful it is, can bring it back? Or do you feel that a TB game simply can not be successful these days, at least not the way a Baldur's Gate-like game can?
Bernd Beyreuther: That is a good and very interesting question. I donâ€™t think that a round-based RPG can not be a success, quite the opposite, I played â€œAdvance Warsâ€ obsessively for several weeks on my DS not long ago. I do believe that you can still make turn-based games that reach the masses. In fact, we are working on several concepts in this direction, especially with the new portable systems in mind.
It is another question, whether an RPG that aims to captivate and entertain â€“ which needs to have cinematic, dramatic, emotional aspects in addition to the rules and combat system â€“ is well served by interruptions. I believe that the intellectual, pondering chess-like style of a TB game does not mix well with atmospheric elements, story and emotion, as it breaks the playerâ€™s immersion.
Interview - posted by Vault Dweller on Tue 12 September 2006, 17:32:48Tags: The Broken Hourglass
Augmenting the skills are traits, one-time purchases which enable new attack modes, or make a character better at managing the weight of his or her armor or weapons, or make certain types of attack more or less effective. Traits are point-buy and each has a unique cost, so no two traits are necessarily exactly alike or equivalent. We are presently planning to include negative traits as well, allowing you to "buy" points by taking a permanent hindrance.
Interview - posted by Vault Dweller on Sun 30 July 2006, 16:35:58Tags: Prelude to Darkness; Zero Sum
2. You must have realized that the game won't sell as much as an action RPG or at least as a somewhat familiar RPG with orcs and elves and knights in shiny armors would. Yet you made it anyway. Why?
Our goal was to build games specifically for hard core role playing gamers. Both Mat and I had worked at video game companies before, but it didn't take much foresight to tell where the industry was headed. Overhead costs were soaring and people were becoming much more conservative with what kind of creative risks they were willing to take on a game. They lacked originality and required no thought whatsoever. So, we decided to proceed even though there was not so much money to be made initially. It was more important to us to build a sustainable business model based on the creation of good games. We thought it would be feasible because our margins would be lowered via exclusively distributing through the internet.
Interview - posted by Vault Dweller on Sat 17 June 2006, 08:18:37Tags: King's Bounty: The Legend
5. The game is being labeled as a fantasy RPG. What role-playing elements does it offer?
I would rather say that our game is more an adventure with RPG elements. First of all we have an advanced spell system, which is non-linear or offers a choice between enemy parties. Some quests or options of their accomplishment will be connected with your character development. And, of course, there will be character development. The hero has about 30 skills and a traditional for RPGs inventory/doll.
Interview - posted by Vault Dweller on Sat 20 May 2006, 06:11:07Tags: Gothic III; Piranha Bytes
9. Tell us about factions. It's been mentioned that you can join more than one faction, and that you can leave a faction. Can you explain how that works? Also, why did you decide to move away from the "join one faction and stick with it" model? Any Orcish factions/clans?
We have increased the degree of freedom in most aspects of the game. To create a coherent gameplay, the guild-concept needed a little more freedom, too. The general idea is to turn limits into options. In the predecessors, joining a guild meant being forced into only one third of the game. So in fact one would have to play the game at least three times to get the big picture. In Gothic 3, the hero can pick out the plum jobs and sympathize with more than one guild, or with none. Whether or not a guild offers him a quest does no longer depend on his affiliation to the guild, but on its attitude towards the player.
Interview - posted by DarkUnderlord on Mon 8 May 2006, 03:03:42Tags: Dropship; Laidback Gaming; Michael Sean McCarthy
So all right then, here are the questions...
Interview - posted by Vault Dweller on Wed 3 May 2006, 01:56:12Tags: Gothic III; Piranha Bytes
13. How does Gothic 3 handle choices & consequences? How important are choices and what would they affect? Would my character (not the player!) ever get a reason to regret a previously made choice?
Gothic 3 is all about choices in the first place. Yes, there are great sword fights, powerful magic, a lifelike gaming world... but yet choices are the main gameplay element. The player can literally shape the world and influence the story through the way he's handling things. Most decisions have to be made in the field of human relations. The way the player is treating others influences their attitude towards him, and thus their cooperativeness depends on the right choice of words. With a dexterous tongue the hero can even talk a whole city into a revolution. This can also backfire on him, of course. If he falls out of favour with someone, he will most likely not get useful hints or lucrative quests. And yes, if the whole world wants him dead, he might at last regret his choices.
Review - posted by Vault Dweller on Sun 23 April 2006, 05:23:23Tags: Bethesda Softworks; The Elder Scrolls IV: Oblivion
Interview - posted by Vault Dweller on Wed 19 April 2006, 01:08:40Tags: CD Projekt; Witcher, The
7. Choices & consequences. CD Projekt has mentioned previously that different paths have different consequences, and that there are no right or wrong choices. Can you elaborate on that?
Because we present a fantasy world that has no true distinction between good and evil there really isnâ€™t a right or wrong choice. The Witcher is morally ambiguous. Within the story thereâ€™s a large political struggle occurring between the races and Geralt is struggling with his own existence. As a lone wolf you are not affiliated with any group, but your reputation, based on your previous actions and choices, has a major impact your future actions and choices.
Interview - posted by Vault Dweller on Fri 17 March 2006, 04:05:40Tags: Josh Sawyer; Obsidian Entertainment
In Fallout 3, I wanted to make a serious attempt at balancing firearms through the availability of ammunition. I believed that ammunition as a valuable commodity made sense in a wasteland environment. Low-power ammo would be relatively common, but the stuff found in high powered rifles, machineguns, plasma weapons, etc. would be much rarer. The firearm specializations would have come through perks. I didn't really want to take depth away from firearms; I wanted to make firearm depth comparable to the depth of the unarmed and melee skills. As long as the nature of firearms and ammunition was made clear to the player, I think it would have worked.
Review - posted by Vault Dweller on Tue 14 March 2006, 19:49:54Tags: Elemental Games; Space Rangers 2: Dominators
Read the full article: Space Rangers 2 Review
Interview - posted by Vault Dweller on Wed 8 March 2006, 02:05:04Tags: Chris Avellone; Obsidian Entertainment
Okay, so character resonance - I do think Kreia was a deep character, personally, but I can see how you would feel that way with some other characters... people were strangely divided on Bao-Dur, for example, and G0-T0, while I enjoyed him and I thought his voice actor was awesome (Daran Norris from Team America), he never really clicked, and that's my fault. I also tried to add more personality to T3, but I'm not sure how well that turned out, either.
Enjoy the interview.
Interview - posted by Vault Dweller on Fri 3 February 2006, 22:58:18Tags: Basilisk Games; Eschalon: Book I
7. What other non-combat activities are in the game? What does a skill like Cartography do? How do they affect gameplay?
All the Skills are based on a 1-100 range, with 100 being godlike and would require a lifetime of devotion to achieve. Cartography is a good Skill to talk about: the automap in the upper right corner of the screen does not work at all until you have at least one point in your Cartography Skill. With just one point, your automap will work but it will only produce a crude outline of your surroundings. The more points you allot to your Cartography skill, the better the automap will look as color and details emerge. Eventually you can even get creatures and NPC locations to show up on the automap if your Skill rating gets high enough. Other non-combative Skills such as Lockpicking, Skullduggery (trap disarming), and Move Silently work the same way.