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Interview Space Hack interview at HC Gamer

Discussion in 'RPG Codex News & Content Comments' started by Vault Dweller, Apr 1, 2004.

  1. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    Tags: Space Hack

    <a href=http://www.hcgamer.hu>HC Gamer</a> posted an <a href=http://www.hcgamer.hu/gamer/index.php?p=5&c=9632&tores=1>interview</a> with <b>Krzysztof Krawczyk</b> and <b>Darek Rusin</b> from <a href=http://www.rebelmind.com/spacehack>Rebelmind</a> about <a href=http://www.rebelmind.com/spacehack>Space Hack</a>, a sci-fi Diablo-like game
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    <blockquote><i>Tell us a little about the development of characters, skills and classes (if any)</i>
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    We kept the basic elements of character's development like: strength, knowledge, dexterity, vitality. These are the features, on which player has direct influence. There are also additional features, which depend on character’s development and equipment possessed at the moment. The whole system of character's development is based on good, tested methods used in other games. However we introduced new elements. One of them is that player doesn't have to stick to one development path. With the help of special biochips we can easily exchange values of particular features. I'll give an example. We were developing strength for example and our hero has become the master of two-handed ax, but we got bored and now we would like to shoot to aliens with super modern energy weapon. It is impossible in other games, because the development of one feature doesn't let you use the powerful enough weapon relating to other feature. You usually end up starting the game from the very beginning with a resolution of developing the other feature. Whereas in our system it is extremely easy. We just use the special biochip and exchange the value of 'strength' with 'knowledge' and in this very moment we are able to shoot. It gives great possibilities, because it enables trying all types of weapons without burdensome (for some players...) necessity of starting the game over and over again. </blockquote> Huh? Two-handed axe? But I thought it was a sci-fi... Anyway, anybody else thinks that the attribute switching chips idea is stupid?
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    Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>
     
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  2. Crappywarrior Novice

    Crappywarrior
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    Very stupid. It pretty much negates the need for building up anymore than one stat. You can instead opt to carry around a bunch of these chips and switch out the developed stat whenever you need another at a high level, then switch it back out when you're done. Unless the chips are exceedingly rare, or come with some other disadvantage, this is going to throw a monkey wrench in whatever balance they were hoping to accomplish with stats and their development.
     
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  3. Shevek Arcane

    Shevek
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    The beauty of a good character development system is that by building certain aspects of a character and marginalizing others you build not only strengths but weaknesses as well. This makes one play through somewhat dynamic and personalized. System mechanics that undermine the weaknesses also undermine the value of the strengths and, ultimately, character development in general. Sadly, more and more games, in an effort not to frighten off mental midgets that are easily confused by simple character development mechanics, are implementing these "painless" character development systems (some mmos have skills you can "sell back," the atrocious DX2 allowed you to get rid of biomods, etc etc). I've come to the grim realization that I may never play a truly great CRPG with high development values again due to the proliferation of all of this streamlining across the genre.
     
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  4. chrisbeddoes Erudite

    chrisbeddoes
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    Its extremely smart ideaz !!!
    Like this one !!!!!

    [​IMG]

     
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  5. Elwro Arcane

    Elwro
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    Divinity: Original Sin Wasteland 2
    That's certainly stupid, I agree. BTW, Krzysztof Krawczyk is one of the lamest singers this side of the Atlantic Ocean. Although he's quite good in Presley's repertoire.
     
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  6. Diogo Ribeiro Erudite

    Diogo Ribeiro
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    Great, another one of those.
     
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  7. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    Yep, the whole replayability concept is totally overrated. I'm glad that somebody finally realized that. The next step is to have one class and one skill called uber skill that could be used in every situation. Imagine a frustration a player may experience playing one of those overhyped multi-skill games only to realize that a buggy game system didn't provide enough skill points to increase all the skills evenly. :shock: :lol: :
     
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  8. EEVIAC Erudite

    EEVIAC
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    That's one thing I've never understood with RPG's, why persist with burdensome combat? If you lose a battle its not like you're dead or anything, you just reload and keep trying until you win. You may as well just be allowed to win from the start. Just give the PC all the weapons from the start with maxed character skills, then you have total choice. You're game should be like this, VD.
     
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  9. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    Funny you should say that, because that's exactly what I'm doing. You're right, people just keep reloading untill they win, so what's the point of all that frustration? Suppose a person is too fucking dumb to develop a combat-proof character or doesn't realize that you have to equip a weapon in order to use it. Is it fair to punish this player for his stupidity? No! Customer is always right, so we, at VD entertainment, have developed a new combat system called InstaWin: when somebody challenges you, we skip the combat animation, and just give a player the loot and experience. InstaWin is a win/win!
     
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  10. Diogo Ribeiro Erudite

    Diogo Ribeiro
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    The thing that irritates me the most is that these kind of new takes on gaming are downgrading RPGs in a whole. They're not to be meant mainstream or to appease to a casual gamer, so appealing to the mass market is only dumbing down these games, and it only leads to people liking certain things that companies will have to keep on implementing when they want to be successful. When will the automation stop?

    Also, since these people believe its burdensome to replay games, why not just go with a premade character with all classes/skills pumped up, and capable of doing everything? Really. Maxed abilities, no level cap, one hit-one kill items, all enemies stunned and with only 1 HP, etc. It would speed up be gaming, thats for sure, and it'd help me quickly finish games so i can move on to the next.

    Good grief.
     
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