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Interview Two Worlds Q&A, part II

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,038
Tags: Two Worlds

<a href=http://rpgvault.ign.com>RPG Vault</a> has posted <a href=http://rpgvault.ign.com/articles/695/695982p1.html>the second part</a> of the <a href=http://www.gorky17.com/>Two Worlds</a>' <a href=http://www.rpgcodex.com/phpBB/viewtopic.php?t=11484&start=0>interview</a>:
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<blockquote><b>Since we know you've created an unusual type of magic system for Two Worlds, why did you decide to do so, and how does it function?</b>
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<b>Miroslaw Dymek:</b> We have developed quite a serious magic arsenal. There are offensive, defensive and curative spells divided into five magic schools. Summons are also available.
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To cast a spell, you need magic points and at least one magic card. You know, when we were working on a magic system, there was a problem that really bugged us for a long time. The player usually spends valuable resources (i.e. Skill Points) to master a certain spell. Then, in the course of the game, it turns out to be inefficient or too weak compared to new and more advanced ones. It was a waste and had nothing to do with system efficiency. So, we introduced replaceable spell cards. You do not learn them, just keep in the spell slot, stack them for more power, mix with other cards for various additional effects and so on. Anytime you feel the spell is not good enough, you replace it with another, add more cards etc.
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<b>On side quests</b>
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The main idea is to diversify the side missions, show various elements of the gameworld, its history, conflicts, etc. At the same time, there is always something that links the mission with the core plot, be it a piece of important information, another point of view, valuable resources to use later on, etc.
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Freedom to choose and resolve side missions is another issue. It is pretty standard that RPGs offer more or less freedom in this field. We also try to give some kind of purpose and meaning to the process. The results of your actions must be observed almost immediately or they lose importance, so, for example, if the town is under siege and you open the gate, the invading army pours in, kills the citizens and starts to run the place. You quickly learn to take responsibility for what you do and that makes the game rather serious.</blockquote>The question is "Do your actions affect your character and gameplay or do you merely observe the results?"
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Oarfish

Prophet
Joined
Sep 3, 2005
Messages
2,511
The card thing doesn't sound too bad, as long as there is some sort of skill check going on, not sure I like the word "efficient" in that context though.

As for the instant feedback from actions, that's a little too King Kong for my liking. Actions and consequences and all that, but I don't want a game world to look rigged like a game of mousetrap.
 

ichpokhudezh

Liturgist
Joined
Jul 9, 2004
Messages
179
Location
germantown, md
It is a litte bit of overstatement when they say they have 'created' that particular magic system. Quite a few games used token combos for magic effects. E.g. Septerra Core used exactly the same token representation - cards. It have had a single generalized 'magic' skill, though.
While this might help to deepen gameplay it is hardly a groundbreaking alteration, I think.
 

Lumpy

Arcane
Joined
Sep 11, 2005
Messages
8,525
The explanation why they chose that magic system is idiotic. They said that the player would spend skill points in one spell and get tired of it later on. Ever heard of magic skills, fellows?
We'll see how this card thing turns out.
 

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