Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: BioWare; David Gaider
David Gaider of <a href=http://www.bioware.com>Bioware</a> fame was kind enough to drop everything and <a href=http://www.rpgcodex.com/content.php?id=123>answer a few questions</a> about ... well, a lot of things, so you better see for yourself.
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<blockquote><i>4. All Bioware role-playing games, for one reason or another, were class-based. I'm sure that was an insightful experience. Did that affect your understanding of classes in a CRPG? Did that give you any ideas we might see in future games? Development and power level of a class, the number and balance of classes, unique abilities, different builds within a class, etc?</i>
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I think that experience taught us what our fans like to see in their classes, and as well what pitfalls we should be trying to avoid when designing our own class-based system. Overall, I’d say I lean towards having less breadth and more depth when it comes to classes – I’d rather see less actual classes, for instance, and focus more on having many different development options within those classes. That’s simply a personal preference, however. D&D didn’t do too bad of a job of identifying fantasy archetypes that are fun roles to have inside of a party, though I (and any D&D fan, I expect) could probably argue endlessly on the particular merits of any given class and how many options or lack thereof was given by the D&D system to take a class in different directions.</blockquote>
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Thanks to <b>David Gaider</b> and <b>Erik Einsiedel</b> for their time and efforts. Sadly, Dave didn't have time to answer all the questions, but we love him anyway.
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David Gaider of <a href=http://www.bioware.com>Bioware</a> fame was kind enough to drop everything and <a href=http://www.rpgcodex.com/content.php?id=123>answer a few questions</a> about ... well, a lot of things, so you better see for yourself.
<br>
<br>
<blockquote><i>4. All Bioware role-playing games, for one reason or another, were class-based. I'm sure that was an insightful experience. Did that affect your understanding of classes in a CRPG? Did that give you any ideas we might see in future games? Development and power level of a class, the number and balance of classes, unique abilities, different builds within a class, etc?</i>
<br>
<br>
I think that experience taught us what our fans like to see in their classes, and as well what pitfalls we should be trying to avoid when designing our own class-based system. Overall, I’d say I lean towards having less breadth and more depth when it comes to classes – I’d rather see less actual classes, for instance, and focus more on having many different development options within those classes. That’s simply a personal preference, however. D&D didn’t do too bad of a job of identifying fantasy archetypes that are fun roles to have inside of a party, though I (and any D&D fan, I expect) could probably argue endlessly on the particular merits of any given class and how many options or lack thereof was given by the D&D system to take a class in different directions.</blockquote>
<br>
Thanks to <b>David Gaider</b> and <b>Erik Einsiedel</b> for their time and efforts. Sadly, Dave didn't have time to answer all the questions, but we love him anyway.
<br>
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