Editorial - posted by Saint_Proverbius on Sun 11 May 2003, 16:57:46Tags: Burut Creative Team
Yet another developer editorial on things they like and don't like in CRPGs these days, Dmitry Glasnev and Sergey Bouravtsov of Burut tackle the subject this time:
Moreover, such tendency of last years as mixing the genres has always given some exceptions from the definitions of computer role playing games to the most keen classifier. Besides, some gaming elements, without which good CRPG can't exist, can be defined. Our point of view is that it is, firstly, a worked out and debugged role system, freedom of player's actions, and the convenience of controls, a clear and natural interface. Those are the moments we'd like to dwell on.
Yeah, that's a pet peeve of mine, all the damned RPG Hybrids watering down the genre.
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Interview - posted by Kreegle on Fri 2 May 2003, 04:39:35Tags: Temple of Elemental Evil; Troika Games
Here's the log from tonights ToEE chat. Thanks to the Troika people who participated in the chat.
Preview - posted by Saint_Proverbius on Tue 22 April 2003, 10:35:27Tags: Burut Creative Team; Golden Land
Our fifth installment on the magic system in Golden Land covering The School of Elements.
Funeral Pyre This spell burns alive all those who dared to step too close to you...
I love a spell with an optimistic name!
Editorial - posted by Saint_Proverbius on Thu 10 April 2003, 01:14:00Tags: Jan Beuck; Master Creating
Jan Beuck offers his perspective on what makes a great CRPG in one of our little developer-written CRPG mechanics articles:
Lets start with a really critical point. ItÂ´s easy for me and I will find many friends here with words like, great game needs great gameplay, but the sense of this article is to talk about game mechanics. A critical point when creating an RPG, one that really can cost you half of the players (the one half or the other one...) is the discussion between a single main character and a party. Both have been sucessfully demonstrated in various titles, but for some itÂ´s only a true RPG if they control the classic party, others disagree and say that itÂ´s only an RPG if the slip into the role of a single character. Although I like both, my opinion is that slipping into a single character is exactly the sense of role-playing, itÂ´s essence. Controlling a party makes it more like a tactical or strategy game than an RRG. Combat, for example, becomes mass-battles. Real time combat games, it also detracts as a party disables any real action. The player becomes a viewer that can only make specific guidelines for the characters to act, but he can not be any of the characters. Especially strange is that there are games you can win although your character (read: you) has died and only his friends go on (like in Dungeon Siege).
I've always liked the I'm role-playing a party crowd. They're funny.
Preview - posted by Saint_Proverbius on Sat 5 April 2003, 17:06:16Tags: Burut Creative Team; Golden Land
Our fourth article on the magic system in Golden Land. This one covers the The school of Light.
Supernova - powerful magic energy of light causes great damage to your enemy.
Nothing like baking nasty critters in town!
Interview - posted by Saint_Proverbius on Wed 2 April 2003, 20:48:19Tags: Geneforge 2; Jeff Vogel; Spiderweb Software
Our interview with the guy making Geneforge 2, Jeff Vogel of Spiderweb Software on the subject of that very game.
6.) A big part of advancement in the first Geneforge revolved around barred technology, like canisters. Can we expect canisters to make a return in the second one even though they're barred?
Jeff Vogel: Unfortunately, the magical technology that was forbidden will have an irresistible pull for a lot of people. The skill canisters from Geneforge will pop up occasionally. Some Shapers are secretly working very hard to make more of them.
Unlike in Geneforge, however, you won't get most of your skills from canisters. Now there are actual Shapers around to train you.
Interesting that there are canisters being created by Shapers.. Sounds like a conspiracy!
Interview - posted by Ausir on Thu 27 March 2003, 00:19:43Tags: Mirage Interactive; Weird Wars: The Unknown Episode of World War II
An interview with Pawel Smyla and Lukasz Gorny of Mirage Interactive about Another War 2 a sequel to their first World War 2 cRPG. Here's a bit about some changes from AW1:
10.) What other changes in the game can we expect?
The biggest change is in the advancement of the joinable NPCs - in AW the player's influence on their advancement was very limited - they couldn't use new weapon classes, and the Armor Class was artificially increased, because they couldn't change their clothes. Now we have introduced an entirely new NPC advancement system, limited only in using the special abilities (we need to work more on AI to add it) - we hope we'll be able to add this element.
Additionally, new weapon classes and special abilities will appear.
(This is where Ausir forgot to add teh funneh)
Preview - posted by Saint_Proverbius on Sat 22 March 2003, 05:43:42Tags: Burut Creative Team; Golden Land
Our third installment on the magic system used by Golden Land, as written by Dmitry Glasnev, the script writer on the project.
Hypnosis - This shadow spell tricks your enemy, and he doesn't consider you the enemy for some time.
You will comment on this.. You will comment on this..
Preview - posted by Mistress on Wed 19 March 2003, 03:56:00Tags: Buka Entertainment; Spells of Gold
A quick peek at the options available to your in developing your character in upcoming trade focused RPG, Spells of Gold.
Information - posted by Saint_Proverbius on Mon 10 March 2003, 20:59:25Tags: CP McBee; Prelude to Darkness; Zero Sum
This is the recruitable party member listing for Prelude to Darkness. Here's a sample:
Background: As a pilgrim fervently devoted to the Goddess, Tauna spends her days wandering the Valley searching for the path to the heroic destiny that she is convinced her mistress has carved out for her.
Gifts of Goddess: 14
Thanks to CP McGee for compiling this and writing the brief bios of the party members.
Interview - posted by Saint_Proverbius on Sun 9 March 2003, 19:03:37Tags: Aaron Hall; Malfador Machinations; Space Empires: Starfury
Another interview with Aaron Hall about his space trader CRPG, Starfury. Here's a bit on the skills:
9.) Can you shed a little light on the skills in the game? Will there be skills that affect things other than the ship piloting, such as trade skills or diplomacy? How do the piloting skills work?
Skills mainly cover piloting, combat, repair, and haggling. Diplomacy skills don't really come into it as the player is the one interacting. We didn't want to limit this interaction. As you increase experience, you will have points to spend on different skills. You can improve your crew targeting ability, repair ability of the ship and its systems, negotiation of prices with traders, etc.
Yes! A Haggling skill! I smell riches in my future!
Preview - posted by Saint_Proverbius on Sat 8 March 2003, 18:44:50Tags: Burut Creative Team; Golden Land
Our article on the School of Nature college of magic in the Russian developed CRPG, Golden Land.
The School of Nature has not gained its followers at once. As Grodval thought, those spells were to be used by the village sorcerers and good magicians. But, the last ones appeared to be very conservative in everything that was close to the Secret Knowledge and for a long time preferred their old potions and medicaments to the powerful magic of Makosh. With time, many healing and defense skills were evaluated by the priests of the Great Heroes temple, and, bit by bit, this school became as popular as other schools of the Pact.
I bet it sold on the word, Nature alone!
Interview - posted by Saint_Proverbius on Thu 6 March 2003, 19:01:27Tags: Anino Entertainment; Anito: Defend a Land Enraged
An interview with Anito Entertainment's Niel Dagondon about their upcoming and first CRPG, Anito!
4.) How is character creation handled? What types of options are given to the player upon creation?
Character creation in Anito is fairly simple - you simply allocate 7 available statistical points between the four primary attributes (strength, agility, health, energy). This will affect the player's statistics (increasing strength will increase damage, for example), and therefore the way he/she approaches the game. Choosing between the male and female characters in Anito will have a very big effect, unlike in other games where this is mostly a cosmetic decision - the male and female characters have different storylines, different interaction with the people they meet in Maroka, and will have different quests. In a way, you are getting two complete games in one package - Maya's story, and Agila's story.
It's easier than falling off a log!
Review - posted by Saint_Proverbius on Sat 1 March 2003, 00:48:40Tags: Harbinger; Silverback Entertainment
Our review of Harbinger, the sci-fi game billed as an Action CRPG. Customary clip:
On top of that, levelling up doesn't feel important at all. You get three points to use on your four attributes/skills, and that often doesn't seem to do much in terms of extending your power. In many cases, especially with Human and Gladiator classes, you'll just be deciding on which of the two useful skills you want to place those three points in, since you really can do without the class specific skills in those as well. What's worse is that even at low levels, you can find items which augment you better than a level gain! If you find an item that gives a +4 to a skill, you've already boosted yourself beyond the capacity of that level bonus. This starts popping up around Level 5, no less.
Yes, it's true. I didn't like it.
Preview - posted by Saint_Proverbius on Wed 19 February 2003, 22:15:22Tags: Burut Creative Team; Golden Land
Part one in a series of articles about the magic system in Golden Land. Up first, The History of Magic.
The Secret Knowledge of the universe laws and ability to use them in everyday life is what Magic consists of. The ancient tribe sorcerers were the first who studied and knew the hidden secrets of nature. They tried to help their tribe to survive - and came to the knowledge of Gods' existence. The time passed, and then appeared some people, who called themselves mediators between people and Gods - priests. And even at that time they used Secret Knowledge not only to solve some everyday problems of their tribes, but to show their power - and the power of their Gods.
Big clap to Sergey Buravtsov and Dmitry Glaznev for taking the time to write this!
Interview - posted by Deathy on Wed 12 February 2003, 03:34:01Tags: Temple of Elemental Evil; Troika Games
Here's the log from tonights ToEE chat. It covered everything from mod support to the starting vignettes. Here's a snippet:
[Deathy] [Briosafreak] How are the vignettes going to be implemented?can you tell us more about them?
[[Troika]Steve] Maybe, and Tim can, maybe.
[TimCain] Each vignette establishes the reason for your party to be in Hommlet.
[TimCain] Therefore, each one gives a quest, your starting quest, which may be easy or hard to finish. We like variety.
[TimCain] Anything else would spoil the fun, I think.
[[Troika]Steve] NEXT :)
Thanks to Troika people who participated in the chat.
Interview - posted by Saint_Proverbius on Thu 30 January 2003, 18:02:01Tags: Burut Creative Team; Golden Land
Our interview with members of Burut about their upcoming turn based, old schoolish CRPG, Golden Land.
5.) Is the player free to go to the locations whenever he wants to go there, like in Fallout or Morrowind? Or do you have to complete one location before you move to the next, like Planescape Torment? Is there a world map?
Evgeny Bratkov: The greater part of the world, including towns, villages and other well-known territories will be always accessible to the player. Only locations assigned to certain events connected with the storyline or non-linear quests will appear as required. The character will move between distant objects with the help of global map. At the same time he will meet both enemies and peaceful characters, whom he will be able to talk to, to trade or to gain a new quest.
Got to love those open ended worlds!
Interview - posted by Deathy on Wed 29 January 2003, 02:32:11Tags: Aaron Hall; Malfador Machinations; Space Empires: Starfury
Our interview with Aaron Hall regarding the space RPG, Space Empires: Starfury. Here's a tasty slice:
3) Character development is an integral part of an RPG. How will this be handled in Space Empires: Starfury? Will there be a crew experience system in addition to the ability to customize your ship?
There are actually 3 levels to the RPG experience in Starfury. First off, there is you as a captain of the ship. You will be able to gain experience and increase in rank. Secondly, there is your crew's experience which will increase and allow you to customize their skills in different areas such as Offensive Targeting, Defensive Maneuvers, Ship Repair, etc. Lastly, your ship will be completely customizable through components that you find or purchase. The components themselves have a large variety of characteristics since they can have random modifiers as well.
Thanks to Aaron Hall of Malfador Machinations for the interview.
Interview - posted by Mistress on Mon 27 January 2003, 19:26:09Tags: Buka Entertainment; Paradise Cracked
Our interview with MiST land regarding their tactical RPG, Paradise Cracked.
3. Can you give us some information on the concept and setting of Paradise Cracked? What inspirations and influences lie behind them? What do you feel sets the game apart from the crowd? What elements of the setting really stand out?
?Paradise Cracked? is basically a tactical game. Some of its elements will remind you of X-COM. Most of the gameplay is turn-based tactical combats. But apart from this, there are NPCs, who give you information and quests; there are playable characters, each with a set of parameters ( strength, intellect, dexterity, etc.), which can be improved in the flow of the game by gaining experience and getting new levels; there is a huge game-world to wander about. And that is why we call it ?tactical RPG?.
One of the strongest points of Paradise Cracked is its soundtrack. In Russia the game was awarded a medal for ?the best soundtrack of the year? As for the music, it is dynamic, that is, as the situation around the player?s party changes, a new theme starts playing. Each level of the city has a different set of themes. Thus in Low Town we have dark guitar passages and industrial, and in Sky Town we have smooth and soft ambient, which turns into electronic break beat, when the player?s party starts a combat. Totally, there is over an hour of music, and over two hours of sound. And, of course, sound adds a lot to the whole atmosphere, which the game creates.
Thanks to Vitaly Shutov ? President of MiST land and Game Designer for Paradise Cracked, and Olesia Tokarenko - PR manager of MiST land.
Interview - posted by Mistress on Sat 25 January 2003, 18:22:38Tags: Ion Hardie; Lionheart: Legacy of the Crusader; Reflexive Entertainment
Our interview with Ion Hardie of Reflexive Entertainment, Co-Producer and Lead Designer on Lionheart.
4. Combat in Lionheart is real time with pause. What influenced the decision to adopt this system rather than the turnbased combat of Fallout? What was the reasoning behind this move?
Ion Hardie: Feargus Urquhart from Black Isle had done a lot of early concept work in how the system could be modified to take into account the transition to real time and the inclusion of magic. He had been interested in trying it out, and we at Reflexive had plenty of experience working in real time. We were interested in trying out something new and the switch to real time, as well as the inclusion of magic, seemed like great ways to do that.