Tags: Arkane Studios; Arx Fatalis
<a href="http://www.rpgdot.com/">RPGDot</a> has posted a <a href="http://www.rpgdot.com/index.php?hsaction=10053&ID=550">groovy interview</a> with <b>Raphael Colantonio</b> on some design merits of <A href="http://www.arxfatalis-online.com">Arx Fatalis</a> and the new project they're also working on. Here's one fun bit:
<br>
<br>
<blockquote>Dagon: Reassure me... Will there be sequences based on dexterity? I cursed your name whenever there were platform jumps over lava in the Dwarf mines!
<br>
<br>
Raphael Colantonio:</b> In fact... The reason why people cursed us in the lava sequence was because it wasn't properly made. Here's what we realized by reading the reviews: the game being rather big and having few moments of action or role or adventure, the players didn't all take it the same way. Some tried to compare us to Morrowind or other hardcore RPGs with lots of stats everywhere, without action and lots of dialogues, etc... Those players blamed the lack of weapon, armor and sub-quests variety, etc... Knowing that we really didn't want to make a game like Morrowind, it's a little bit like if someone would have blamed the lack of variety of cars compared with Ridge Racer... It kind of bothered us a little.</blockquote>
<br>
<br>
Jump puzzles in a CRPG are like having to stop for bathroom breaks in a racing game, just not a good idea!
<a href="http://www.rpgdot.com/">RPGDot</a> has posted a <a href="http://www.rpgdot.com/index.php?hsaction=10053&ID=550">groovy interview</a> with <b>Raphael Colantonio</b> on some design merits of <A href="http://www.arxfatalis-online.com">Arx Fatalis</a> and the new project they're also working on. Here's one fun bit:
<br>
<br>
<blockquote>Dagon: Reassure me... Will there be sequences based on dexterity? I cursed your name whenever there were platform jumps over lava in the Dwarf mines!
<br>
<br>
Raphael Colantonio:</b> In fact... The reason why people cursed us in the lava sequence was because it wasn't properly made. Here's what we realized by reading the reviews: the game being rather big and having few moments of action or role or adventure, the players didn't all take it the same way. Some tried to compare us to Morrowind or other hardcore RPGs with lots of stats everywhere, without action and lots of dialogues, etc... Those players blamed the lack of weapon, armor and sub-quests variety, etc... Knowing that we really didn't want to make a game like Morrowind, it's a little bit like if someone would have blamed the lack of variety of cars compared with Ridge Racer... It kind of bothered us a little.</blockquote>
<br>
<br>
Jump puzzles in a CRPG are like having to stop for bathroom breaks in a racing game, just not a good idea!