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Interview Kingdoms of Amalur: Reckoning Interview

Discussion in 'RPG Codex News & Content Comments' started by VentilatorOfDoom, Oct 17, 2011.

  1. VentilatorOfDoom RPG Codex Staff

    VentilatorOfDoom
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    Tags: Big Huge Games; Kingdoms of Amalur: Reckoning

    <p>There's a <a href="http://www.gamerzines.com/pc/previews/amalur-reckoning-interview.html" target="_blank">two-part</a> <a href="http://www.gamerzines.com/pc/news/reckoning-interview-part-2.html" target="_blank">interview</a> with system designer William Miller available on GamerZines concerning different design decisions they took with <strong>Kingdoms of Amalur: Reckoning</strong>.</p>
    <p>&nbsp;</p>
    <p>Snippet from <a href="http://www.gamerzines.com/pc/previews/amalur-reckoning-interview.html" target="_blank">part I</a>:</p>
    <blockquote>
    <p><strong>GZ: Could you explain the law system a bit for us?</strong></p>
    <p>&nbsp;</p>
    <p><em> WM: Yeah, it's harsh and that's intentional! There's some cool experiences with crime, especially when you go to jail. There are several unique jails in the world and you can sneak out of them, and there's some reward for you there if you decide to go that route or you can go on a rampage and that's fine too. There's no morality system in the game and of course that's intentional. All the crime is localised to the place you commit offences in. That being said, there are of course moral choices in the narrative and they have far reaching ramifications, but in terms of the crime system it's pretty simple. </em></p>
    </blockquote>
    <p>And another snippet from <a href="http://www.gamerzines.com/pc/news/reckoning-interview-part-2.html" target="_blank">part II</a>:</p>
    <blockquote>
    <p><strong>GamerZines: Unlike other RPGs, Reckoning features a silent protagonist, why did you guys go for that?</strong></p>
    <p>&nbsp;</p>
    <p><em> Will Miller (Systems Designer for Kingdoms of Amalur: Reckoning): There were a couple of considerations with that and one was localisation. We wanted to localise all of the voices in the game, we didn't want any speech that wasn't localised and having the player character talk ballooned that very quickly. However that was a very minor component to this decision, the big reason why we did this was because the less that's explicit about your character the more, the player gets to infer their own personality. Some of the best games have silent protagonists, Zelda for example, and if he ever speaks I swear - I'll march to Tokyo myself. That was a conscious choice and we think it was the right one. </em></p>
    <p><strong><em><br /></em></strong></p>
    <p><strong>GZ: That's really interesting, because games as a medium seem to be moving away from that idea. Take the success of BioWare's approach for instance...</strong></p>
    <p>&nbsp;</p>
    <p><em> WM: I love BioWare RPGs I really do, but I think there are better things that games do than tell a cinematic narrative. We want you to walk away from Reckoning with the story that we've chosen to tell you, but also the story that you've told yourself with our game. I feel like when you walk away from a game where your character talks, you've lived more of the designer's story than your own, but with Reckoning we give you a great set of building blocks to tell your own tale. The anecdotes that your friends always tell you about these games aren't about great scripted sequences, instead it's along the lines of; "I invested in this crazy combination of skills which made me totally invincible and that was awesome because it broke the game!" </em></p>
    <p><em> Hopefully we won't ship with anything like that, but it's all about that kind of stuff. These great little experiences that the players had, that they did, not what the game did for them is what is super important. I worked for Firaxis for two and a half years and one of Sid Meier's big things is that the game should never have more fun than the player and that the systems always serve the game. My own personal design philosophy, as well as Big Huge Games', aligns very closely with that and that was the motivation behind that decision and many more. </em></p>
    </blockquote>
    <p><em><br /></em></p>
    <p>Spotted at: <a href="http://www.gamebanshee.com/news/105287-kingdoms-of-amalur-reckoning-interview.html">Gamebanshee</a></p>
     
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  2. Alexandros Arcane

    Alexandros
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    Huh. Maybe this game will turn out to be ok.
     
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  3. Mangoose Arcane Patron

    Mangoose
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    Divinity: Original Sin Project: Eternity
    Not sure if serious
     
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  4. Admiral jimbob gay as all hell

    Unwanted
    Andhaira
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    I prefer when these people just spout bullshit. I don't like when they have decent design philosophies and completely fail to utilise them in developing open world action game #246357.
     
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  5. Krash Prophet

    Krash
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    :salute:

    EDIT: Checked the game out and jesus christ what a disappointment. We should kidnap these devs and make them work on something good.
     
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  6. kris Arcane

    kris
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    Yeah. These quotes are the best things I heard about the game this far. Right up my alley.
     
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  7. Peter Arcane

    Peter
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    This is like reverse PR talk or something. The game is the same old :decline: shit, but instead of spouting buzzwords to cater to the console crowd, they're trying to appeal to actual RPG gamers.

    I don't know how to feel about that.
     
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  8. SuicideBunny (ノ ゜Д゜)ノ ︵ ┻━┻

    SuicideBunny
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    Serpent in the Staglands Dead State Torment: Tides of Numenera
    wait 'till release, pirate, play, decide how to feel and whether to buy.
     
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  9. Metro Arcane Beg Auditor

    Metro
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    Sounds too interesting -- must be a trap! Refreshing to see one company understand why Biowarian cutscene/exposition dialogue overloads are boring.
     
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  10. Roguey Arcane Sawyerite

    Roguey
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    Er... aren't open world action-RPGs pretty much Bethesda's thing? It's about time someone else tried to challenge their turf.
     
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  11. Mangoose Arcane Patron

    Mangoose
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    The problem is that all this interesting design talk and cutesy graphics gives me Fable goosebumps.
     
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  12. Rivmusique Arcane Patron

    Rivmusique
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    Divinity: Original Sin Project: Eternity Pillars of Eternity 2: Deadfire
    Oh he says all the right things, but the game in action... :retarded: . Hack n slash ARPG, seems like a mix between Fable and Oblivion.
     
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  13. Admiral jimbob gay as all hell

    Unwanted
    Andhaira
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    With the level of watering down we're looking at? I'm finding it increasingly difficult to tell the essential differences between, say, Skyrim and Assassin's Creed.
     
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  14. ortucis Prophet

    ortucis
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    The name of this game really bugs me for some reason.
     
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  15. IronicNeurotic Arbiter

    IronicNeurotic
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    Well, one difference beeing that AssCreed can actualy be good.
     
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  16. Excidium P. banal

    Self-Ejected
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    ...for an hour or so before medieval parkour gets old.
     
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  17. serch Magister Patron

    serch
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    Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2 Pathfinder: Kingmaker
    http://forums.reckoning.com/showthread.php?1077-Answers-From-the-Reckoning-Dev-Team-10-12-11

    I wouldn't risk my neck on this one taking into account that several factions will exist in the game. Losing the posibilities that serious conflicts of interests between groups present is a recipe for popamole.
     
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  18. Cynic Cipher

    Cynic
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    This game will be shit. It also has one of the worst names in recent memory, who the fuck thought this up seriously?! WHY THE FUCK DOES EVERY GAME NEED A FUCKING ":" SEPARATOR SUB TITLE!? WHY!?
     
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  19. Roguey Arcane Sawyerite

    Roguey
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    Because Kingdoms of Amalur is the setting and Reckoning is the name of the game. Like Dungeons and Dragons:Everygame ever. Or double whammy: Advanced Dungeons and Dragons: Planescape: Torment.
     
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  20. DragoFireheart all caps, rainbow colors, SOMETHING.

    DragoFireheart
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    Guys, remember who the publisher is. That will give you all the answers to your questions.
     
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  21. roll-a-die Magister

    roll-a-die
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    http://www.youtube.com/watch?v=ZnHmskwqCCQ

    Put that to play while you read.

    Fallout: A post-nuclear RPG
    Arcanum: Of Steamworks and Magick Obscura
    Planescape: Torment
    Vampire the Masquerade: Bloodlines
    Ultima 7: The Black Gate
    Ultima 7: The Serpent Isle
    Ultima 6: Quest of the Avatar
    Might and Magic 3: Isles of Terra
    Baldurs Gate 2: Shadows of Amn
    Advanced Dungeons and Dragons: Pools of Radiance
    Dungeons and Dragons: Temple of Elemental Evil
    Tales of the Unknown: Volume 1: A Bards Tale
    The Bards Tale 2: The Destiny Knight
    The Bards Tale 3: Thief of Fate
    Wizardry: Proving Grounds of the Mad Overlord
    Wizardry II: The Knight of Diamonds
    Wizardry III: Legacy of Llylgamyn
    Darklands: Heroic Role Playing Adventures in Medieval Germany
    Quest for Glory: So You Want to Be a Hero
    Realms of Arkania: Blade of Destiny
    Eye of the Beholder III: Assault on Myth Drannor
    The Elder Scrolls: Daggerfall
    The Elder Scrolls: Morrowind
    Septerra Core: Legacy of the Creator

    At this point it's tradition, idjit.
     
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  22. Jaesun Fabulous Moderator

    Jaesun
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    Torment: Tides of Numenera Divinity: Original Sin 2 BattleTech
    Whats Wrong: Cynic
     
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  23. Stinger Arcane

    Stinger
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    The real problem with the name of this game is the 'Reckoning' subtitle which is about as generic and nondescript as 'Redemption' or 'Returns' or 'Rising' or 'Reloaded' or 'Retribution' etc etc.

    Has any game or film that had that kind of title been genuinely good?
     
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  24. kris Arcane

    kris
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    shawshank redemption.
     
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  25. Stinger Arcane

    Stinger
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    That's not Shawshank: Redemption though. It's not a tacked on subtitle to an existing franchise or a sequel or anything. In that case redemption is part of the title.
     
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