Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,035
I invited Jason Compton (The Broken Hourglass), Thomas Riegsecker (Eschalon: Book I), and Steven Peeler (Depths of Peril) to talk about what we do, how, and why. This is my attempt to present the indie developers as a viable and interesting alternative to mainstream games, so <a href=http://www.rpgcodex.com/content.php?id=143>do take a look</a>:
<blockquote><b>4. Story and everything related to it. How did you come up with this load of crap, why, and what does it add to your game? Does it drive it (i.e. story-driven), does it explain the cruelty to poor monsters, does it branch out, is it linear, does it have an "OMG! I am Revan!" twist? Why? Did you cry when Aeris died?</b>
Jason: We're so far along now that the origins of the story are starting to enter the "mists of time" state. I'm sure it was motivated in equal parts by pragmatism ("What's the best way to tell our story in this setting given our budget?") and intrigue ("How can we explore themes of obsession, suspicion, and trust?")
Certainly, the story is the driver of the game. If you're not playing the story, there's only so much you can do. As I've said before, we leave the "sandboxing" to others who can do it better. So while you could bum around town just interacting with your party and looking for shopkeepers to rob, in the long run without the story you run out of things to do.
Our structure requires that you complete some major quest milestones before progressing to the endgame. In theory these major quests may be done in any order, although a couple of them will not be immediately obvious when you set foot out the door of the starting house. Along the way you will find yourself entangled in various other situations you stumble into or are even sought out to resolve.
No, we have no identity bombshells for the player character. You can find out more about yourself through how you choose to interact with your party, who you decide to engage in a romance with (or not), etc. And I've never played the Final Fantasy games. But I cried when Floyd died. Both times. </blockquote>
<blockquote><b>4. Story and everything related to it. How did you come up with this load of crap, why, and what does it add to your game? Does it drive it (i.e. story-driven), does it explain the cruelty to poor monsters, does it branch out, is it linear, does it have an "OMG! I am Revan!" twist? Why? Did you cry when Aeris died?</b>
Jason: We're so far along now that the origins of the story are starting to enter the "mists of time" state. I'm sure it was motivated in equal parts by pragmatism ("What's the best way to tell our story in this setting given our budget?") and intrigue ("How can we explore themes of obsession, suspicion, and trust?")
Certainly, the story is the driver of the game. If you're not playing the story, there's only so much you can do. As I've said before, we leave the "sandboxing" to others who can do it better. So while you could bum around town just interacting with your party and looking for shopkeepers to rob, in the long run without the story you run out of things to do.
Our structure requires that you complete some major quest milestones before progressing to the endgame. In theory these major quests may be done in any order, although a couple of them will not be immediately obvious when you set foot out the door of the starting house. Along the way you will find yourself entangled in various other situations you stumble into or are even sought out to resolve.
No, we have no identity bombshells for the player character. You can find out more about yourself through how you choose to interact with your party, who you decide to engage in a romance with (or not), etc. And I've never played the Final Fantasy games. But I cried when Floyd died. Both times. </blockquote>