felipepepe
Codex's Heretic
Since we now have ex-BioWare developers on teh Codex, how about some interviews and dirty secrets?
Since we now have ex-BioWare developers on teh Codex, how about some interviews and dirty secrets?
On that note, the gameplay isn't casual at all really. We're really big fans of Tactics, X-COM and Shining Force and we're shooting for a pretty deep strategy game with an emphasis on strategy. We don't plan on having a learning curve as steep as something like Dominions 3, but we're not aiming at the Zynga crowd, either. We're aiming at the kind of players who like FFTactics, King of Dragon Pass and Mount and Blade, mainly because that's what we like.
Hi! I'm one of the guys from Stoic and we noticed this thread going so I figured I'd mention a few things. First thing we noticed was a lot of comments on was the bioware style dialogue. I had no idea people hate it so passionately! Fortunately, what we're going for is more like The Witcher- your dialogue only branches when there's an important decision to be made. We're also going to be showing the full response options instead of ME-style paraphrasing. For our announcement trailer we wanted to show there is branching dialogue, and this was an example of that. That exact conversation probably won't happen in the game. Bottom line is we want the player to be in control of how they say something and we want what you say to be important.
Definitely looks like there's a wide range of opinion on the art style. For the record, the guy who referenced Sleeping Beauty is dead on- we're absolutely going for the art style that Eyvind Earle created. Amazing artist. Hopefully we evolve it a little further towards Eyvind Earle to the point that people don't think it "looks like fucking shit, made for flash and screams "casual"".
On that note, the gameplay isn't casual at all really. We're really big fans of Tactics, X-COM and Shining Force and we're shooting for a pretty deep strategy game with an emphasis on strategy. We don't plan on having a learning curve as steep as something like Dominions 3, but we're not aiming at the Zynga crowd, either. We're aiming at the kind of players who like FFTactics, King of Dragon Pass and Mount and Blade, mainly because that's what we like.
Thanks for all the comments! It's truly nice to get some honest feedback from the hardcore crowd like this.
(a) Too often, far too often.
Do you wander off like that in real life too, Azrael? Isn't your wife scared?
(a) Too often, far too often.
Do you wander off like that in real life too, Azrael? Isn't your wife scared?
(b) Doesn't seem to be, but that might be because she's afraid any sudden movements could make things worse
Hi! I'm one of the guys from Stoic and we noticed this thread going so I figured I'd mention a few things.
First thing we noticed was a lot of comments on was the bioware style dialogue. I had no idea people hate it so passionately!
Definitely looks like there's a wide range of opinion on the art style. For the record, the guy who referenced Sleeping Beauty is dead on- we're absolutely going for the art style that Eyvind Earle created. Amazing artist. Hopefully we evolve it a little further towards Eyvind Earle to the point that people don't think it "looks like fucking shit, made for flash and screams "casual"".
On that note, the gameplay isn't casual at all really. We're really big fans of Tactics, X-COM and Shining Force and we're shooting for a pretty deep strategy game with an emphasis on strategy. We don't plan on having a learning curve as steep as something like Dominions 3, but we're not aiming at the Zynga crowd, either. We're aiming at the kind of players who like FFTactics, King of Dragon Pass and Mount and Blade, mainly because that's what we like.
Thanks for all the comments! It's truly nice to get some honest feedback from the hardcore crowd like this.
GameSpy: Is your combat more tactical-RPG or traditional, Baldur's-Gate-style RPG? Is this hardcore strategy, or is it a bit more accessible than that?
Alex Thomas: We're absolutely going for tactical combat, emphasis on the tactics. Actions are turn-based and the combat feels a lot like Final Fantasy Tactics. One of the things I'm most excited about, however, is the system we've come up with. It's not a major shift from the genre but we've done something that feels fresh and unique. I don't want to pander and say it's "easy to learn, hard to master." We're not going make it impenetrable for new players, but for people who really want strategy in their games, they'll find a lot of depth here.
GameSpy: Is your combat more tactical-RPG or traditional, Baldur's-Gate-style RPG? Is this hardcore strategy, or is it a bit more accessible than that?
Alex Thomas: We're absolutely going for tactical combat, emphasis on the tactics. Actions are turn-based and the combat feels a lot like Final Fantasy Tactics. One of the things I'm most excited about, however, is the system we've come up with. It's not a major shift from the genre but we've done something that feels fresh and unique. I don't want to pander and say it's "easy to learn, hard to master." We're not going make it impenetrable for new players, but for people who really want strategy in their games, they'll find a lot of depth here.
GameSpy: You mention conversations with "real consequences." Can you provide any examples of that? The Witcher 2, for instance, had two entirely different second acts based on a few conversation choices. Is that the sort of choice you're aiming for?
Alex Thomas: One of the first things anyone who has worked on a game with "real choices" will tell you is that it's expensive. Just imagine a simple conversation with one branching option -- now you've got to write two outcomes. If it branches again now you've quadrupled your work and you have to track all those new variables. That's just one conversation! Some games deal with this by creating false choices that all loop back to one point but that's still a ton of content to produce.
Instead of taking the approach of giving the player a choice for every sentence, we thought it would be more meaningful to only present you with a choice when it's important, similar to The Witcher. In The Banner Saga there is a big, world-changing event going on. Instead of being "The Only Ones Who Can Stop It", you play characters just trying to survive and react as everything changes around them. In this regard, the choices you make affect who lives, who dies, and the relationships between the characters. It's not just about saving the world, it's about what happens to the people you care about, and what's worth saving. We'll be talking a lot more about this as we continue to develop the single-player campaign.
GameSpy.com: You mention that you'd like fans of animated movies and well-written TV series to check out your game. Are you worried at all that complex combat might get in the way of that? Would you ever consider a mode that's pure story, no-combat for people who just want to enjoy the ride?
Alex Thomas: Interesting that you would mention this. Unlike a lot of RPGs, we haven't just slapped a conversation system onto a hardcore tactical game. We're designing the single player combat to be affected by how you choose to play the game. For example, someone who doesn't want to struggle through each fight can make decisions outside of combat that will make combat easier but may change the course of their story.
A lot of combat can even be avoided completely if that's the player's priority. On the flip side of this, a player who wants combat to be really challenging can make decisions that lead to some tough fights. They'll also be able to join in multiplayer where we expect to find the toughest challenges. One of the great things about working on our own game is that we can design this sort of thing without someone saying we need to pad out the length, or that we need to cater more to one type of crowd or another. The bottom line is if we think it's fun and adds something we can take a risk on it.
Ulminati said:Oooooh shit. You really done it now. Namedropping XCOM (and to a lesser extent FFT/KotDP) around these parts is a very dangerous move. On the outset it will earn you a lot of (positive) attention, since we generally regard those games as timeless classics around these parts. On the other hand, you just set whatever final product you release up for the inevitable comparsion to timeless classics. The backlash can (and probably will) be quite harsh from the locals hereabouts if the gameplay complexity and balance does not compare favourably."
oscar said:The all over the place body sizes and the oversized weapons make it look a lot more WoW-like and hard to take seriously. The lady in the red cloak and the two human (?) axemen look okay but I don't know about the others.
We also realize that it isn't immediately obvious that the travel scenes are actual gameplay. As you travel across the world the caravan and banner grow and shrink. The player influences how many people join and leave over the course of the story, whether they have enough supplies to survive and have to deal with events that arise as you travel and between members of the caravan. We're shooting for a traveling King of Dragon Pass with Tactics-style combat.
It's not a major shift from the genre but we've done something that feels fresh and unique. I don't want to pander and say it's "easy to learn, hard to master." We're not going make it impenetrable for new players, but for people who really want strategy in their games, they'll find a lot of depth here.
I'd argue FFT's most offensive flaw is the grinding. Grinding seems to be considered a genuine gameplay mechanic in Japan, but, besides pokemon, I can't think of another Japanese game that embraced it as a chief gameplay mechanic quite like FFT.
The humans are, like you say, human. The horned guy is a different race based on the norse concept of giants.