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Interview Dungeon Lords community Q&A at RPGVault

Discussion in 'RPG Codex News & Content Comments' started by Saint_Proverbius, Feb 16, 2005.

  1. Saint_Proverbius Arcane Patron

    Saint_Proverbius
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    Tags: Dungeon Lords

    There's <A href="http://rpgvault.ign.com/articles/587/587915p1.html">an interview</A> focusing on <a href="http://www.dungeonlordsgame.com">Dungeon Lords</a> with user submitted questions over at <A href="Http://rpgvault.ign.com">RPGVault</a>. There's also some new screenshots of the game buried throughout. Anyway, on to the fun:
    <br>
    <br>
    <blockquote><b>Is there a balance of different solutions - stealth vs. persuasion vs. brute force? Can you sneak through areas or is combat the only way?
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    <br>
    Mark Harwood:</b> The game primarily focuses on combat and spell casting - there are plenty of games that do stealth right now, and Dungeon Lords is designed as a traditional RPG, rather than trying to incorporate whatever seems popular at the moment. You'll be able to avoid some obstacles by being quick, but sneaking is not a primary focus.</blockquote>
    <br>
    So, they're making an actiony nothin'-but combat CRPG because it's not popular at the moment? I also like the use of <i>traditional RPG</i> in the same guise as <i>first ever fighting RPG</i>.
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    <br>
    Thanks for the link, <b>rajajuju</b>!
     
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  2. Reklar Liturgist

    Reklar
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    Sounds like a rather close-minded and shallow approach to creating a cRPG. Sneaking around in cRPGs is hardly mainstream unless you consider the Thief series (which wasn't a huge seller) or Deus Ex cRPGs. The only cRPGs I recall that implemented a reasonably viable combat avoiding stealth approach are Fallout and perhaps some places in Baldur's Gate 2 if you had mass invisibility, though I've read that Bloodlines allowed you to avoid some combat through stealth. Granted I haven't played many of the more recent games labeled as cRPGs, but even from what I've read most of them appear to be more combat oriented. Maybe Dungeon Lords should be labeled a cCPG (computer combat playing game) instead.

    -Reklar
    (a Fallout/RPG fan)
     
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  3. Screaming_life Liturgist

    Screaming_life
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    Wow, they actually answered 2 of my questions! :)



    So basically it works like Morrowind which is geared towards functionality and results is less immersion and less depth of character :(

    they say this:
    ...selection of these words will determine the path you'll follow in the game

    Then later on:
    The main quest is essentially linear

    :?

    So dialogues are essentially crap! no complexity and basically just functional!


    I term Hack and slash to be where combat takes the primary or only source of gameplay, something like:

    ...it serves to advance the player through the multiple twists and turns of the story

    So it's basically hack and slash then! :)

    Although the talk of the story sounds at least slightly promising... hack and slash with a story! might be good for a blast!
     
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  4. taks Liturgist

    taks
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    Re: Dungeon Lords community Q&A at RPGVault

    sounds like it... i personally prefer combat options, however, so not a big loss to me.

    kind of an oxymoron there... er, contradiction in terms. the traditional rpgs were all about fighting... heck, the golden-age of ROLE playing games kinda sits in the middle time frame of the genre since recent games have been ONLY action/fighting again... odd statement, i agree.

    taks
     
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  5. Saint_Proverbius Arcane Patron

    Saint_Proverbius
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    Re: Dungeon Lords community Q&A at RPGVault

    I was pointing out the shift from "first ever" to "traditional". It looks like the marketting paradigm has shifted.
     
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