Interview - posted by Vault Dweller on Sat 17 June 2006, 08:18:37
Tags: King's Bounty: The Legend5. 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, 06:11:07
Tags: Gothic III; Piranha Bytes9. 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.
From beyond the moons of Saturn, something turn-based this way comes.
Interview - posted by DarkUnderlord on Mon 8 May 2006, 03:03:42
Tags: Dropship; Laidback Gaming; Michael Sean McCarthySo all right then, here are the questions...
There are 41 comments on From beyond the moons of Saturn, something turn-based this way comes.
Interview - posted by Vault Dweller on Wed 3 May 2006, 01:56:12
Tags: Gothic III; Piranha Bytes13. 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, 05:23:23
Tags: Bethesda Softworks; The Elder Scrolls IV: OblivionInterview - posted by Vault Dweller on Wed 19 April 2006, 01:08:40
Tags: CD Projekt; Witcher, The7. 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 isn’t a right or wrong choice. The Witcher is morally ambiguous. Within the story there’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, 04:05:40
Tags: Josh Sawyer; Obsidian EntertainmentIn 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, 19:49:54
Tags: Elemental Games; Space Rangers 2: DominatorsRead the full article: Space Rangers 2 Review
Interview - posted by Vault Dweller on Wed 8 March 2006, 02:05:04
Tags: Chris Avellone; Obsidian EntertainmentOkay, 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, 22:58:18
Tags: Basilisk Games; Eschalon: Book I7. 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.
Interview - posted by Vault Dweller on Fri 13 January 2006, 09:51:35
Tags: BioWare; David Gaider2. Turn-based vs real-time, your thoughts? Disclaimer: I'm not asking if Bioware would ever make a TB game or which system is better. I'm asking for your own opinion, preferences, even bias - anything goes.
I enjoy a good turn-based combat system. “Temple of Elemental Evil†did it very well, I thought, and I remember the first “X-Com†game being one of my all-time faves (though it’s not an RPG, of course). I remember when “X-Com: Apocalypse†came out, however, and it was going from turn-based to pauseable real-time combat and the fans of the series were in an uproar – me included – enough so that the developers put in a way to optionally use the old turn-based system instead. Much to my surprise I actually found that I enjoyed the real-time combat more. It was faster, and so long as I could still pause and give orders I still felt I had the ability to oversee and control everything that I wanted to. When I played “Baldur’s Gate†(which was before I started at Bioware), I found I really enjoyed the pauseable real-time combat there, too, even if it could get a bit hectic during large combats. Full real-time, however, the kind where you can’t give orders while paused – that stuff I just have no time for. It’s the main reason I don’t play most RTS games.
Editorial - posted by Spazmo on Fri 6 January 2006, 20:51:01
Tags: The Year in ReviewBut apparently BioWare has gotten tired of catering to the difficult PC market, what with demands for interesting plots, NPCs that aren't a pain in the ass and hey, maybe something without elves in it for a change? No, it's much easier to pander to console kiddies whose idea of RPG gameplay is collecting multicoloured ocarinas or watching twenty hours of FMV cutscenes. BioWare's forthcoming projects are mostly to be released on the Xbox 360 and include a whole trilogy of sci-fi "RPGs" called Mass Effect (colloquially known as "gravity" to those of us with a clue), which might be interesting if they weren't more FPS than RPG, according to press releases.
Codex Review - posted by Saint_Proverbius on Sat 4 June 2005, 09:20:59
Tags: FateProbably the most important people in town, the ones you'll go to more often, are the quest givers. Quests int he game are simple, randomly generated missions involving the dungeon. They can vary in the goal, which can be to find an item, kill a creature, kill a certain number of creatures, or a combination of those things. In exchange for your time and risking your neck, you'll receive additional experience, fame, and gold. In some cases, you may have an item as a reward as well. It may or may not be as nice as the item you pick up in the quest, though. In cases like that, if you decide you can't live without that quest item, you can simply cancel the quest and keep the item. No one will cry foul over it. After all, you're the one that went down there to get it. Finders keepers.
Codex Interview - posted by Saint_Proverbius on Fri 27 May 2005, 08:00:39
Tags: Fate; Wild Tangent10.) Most rogue-likes and Diablo style games have classes. Instead, Fate uses a skill system. Any reason why you went with a free form skill system? Any upsides and downsides to this?
There are a couple of reasons for this -
Primarily, I wanted players to be able to change the direction of their play midgame. Having a universal skill system with diminishing returns lets you switch between without too much of a penalty - especially since you can buy skill points.
Also, it's frankly a lot easier to balance than a classed system, and quicker to develop. Since all characters can use all skills and spells, they don't have to complement each other as rigidly.
The updside is real flexibility with your character - you can have a spellcasting tank, a summoning archer, basically whatever you like.
The downside is that the skills and spells don't have the same tailored 'uniqueness' of skill trees that makes each playthrough VASTLY different. You can play through the game very differently, but you can always dip in and taste everything if you want to. With a classed system, the next time you play, you really discover something different that you had no access to before.
Codex Interview - posted by Spazmo on Sat 30 April 2005, 18:21:17
Tags: Battleline Games; Epoch StarEpoch Star is set in a distant Galaxy, in what would be our future. The human race is present in this Galaxy, but is not the focal point of the story. Epoch Star focuses on the relationships between several alien races that have formed a "Union of Stars"; a race of all consuming Serpentine creatures known as "Ignus" who ravage and destroy any planet or life form they come in contact with; a collection of smaller unnamed barbarian races that are oppressed by the Union; And a recent arrival of several new races, one race who worships a god known as the "Epoch Star" and another who claims to be fleeing from the wrath of the "Epoch Star".
Restricted Area Feature: Basic Skills
Codex Preview - posted by Exitium on Tue 12 April 2005, 02:11:47
Tags: Jan Beuck; Master Creating; Restricted AreaThere are 1 comments on Restricted Area Feature: Basic Skills
Codex Review - posted by Exitium on Fri 4 February 2005, 16:47:14
Tags: MISTLand; Power of Law: COPS: 2170It was only natural that Mistland would have another attempt at developing another turn-based title after the moderate successes of Paradise Cracked and Alfa Anti-Terror in their Russian homeland, but the reception for the former aforementioned title (the latter is yet to be released elsewhere) was definitely a lot less than spectacular everywhere else. While you may lament the poor sales of the underappreciated Silent Storm (my personal opinion of the game notwithstanding) in the United States, there's little of value to be found in the box of Paradise Cracked. Nonetheless, Mistland likely follows the principle of 'trial and error'. Let's see how their latest offering turned out.
Codex Review - posted by Exitium on Sun 30 January 2005, 16:54:21
Tags: Object Software; Seal of EvilEditorial - posted by Vault Dweller on Mon 27 December 2004, 21:35:11
Tags: The Year in ReviewObsidian Entertainment, Bioware's trusty sidekick, has scored some crumbs off the Bio's table: KOTOR 2: Attack of the Clones and NWN 2: Everything Fallout fans have asked for since Fallout 2!(TM) Since Feargus Urquhart has mentioned his ideas about Knights of the NEW Republic, it would take a rather cold day in hell to see an original game with the Obsidian logo on it.
Codex Interview - posted by Ausir on Tue 7 December 2004, 03:28:55
Tags: CD Projekt; Witcher, The12. In The Witcher there won't be a clear distinction between Good and Evil. Could you give an example of a morally ambiguous situation from your game?
The whole world of The Witcher functions without the clichéd simplification of Good vs. Evil conflicts — therefore we will encounter moral dilemmas all the time. Sometimes there is no doubt that finishing a profitable quest will require us to violate law, the witcher code, or just your own idea of what is right. Most people can't distinguish between a monster slayer and an assassin, and will often request someone to be murdered. Sometimes while working on a quest you'll realize that you were cheated, and what you're actually doing is wrong — the quest of rescuing a princess turns out to be actually about kidnapping her for ransom. Some of them will require choosing one side of the conflict, where everyone is equally vicious and wicked. A classic example is racial hatred — in revenge for pogroms, the persecuted elves answer with acts of terror and murdering innocent people. Which side will our hero choose?