Diogo Ribeiro
Erudite
Tags: Eschalon: Book I
<a href=http://www.withingames.net/>Within Games</a> managed to score an <a href=http://www.withingames.net/?show=articles&type=showspecial&id=103>interview</a> with Thomas Riegsecker, hard at work developing <a href=http://www.basiliskgames.com/book1.htm>Eschalon: Book 1</a>. Many of the game's aspects are discussed including its takes at non-linearity:
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<blockquote>
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<b>10) You describe "Eschalon: Book 1" as "non-linear", with freedom to leave the storyline and access to any area. What kind of choices can the player make? How many different endings do you plan?</b>
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After we said that, we realized that many people define the term "non-linear" differently when applied to games. The storyline itself is somewhat linear in that you`ll get the most enjoyment from it by following quests from point "A" to point "B", which is how specific events in the game are triggered. However, the game world is mostly open and you can go almost anywhere from the start. If you don`t want to follow the storyline, you can still have a lot of fun just exploring, looting, and taking on side quests that are presented to you, then coming back and picking up the storyline later if you want. It may even be possible to stubble upon the main storyline later in the game and begin following it from that point. Our main goal is to avoid a railroad design like Dungeon Siege where gameplay outside the main story track is all but impossible.
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There are two different endings to Book I right now. Due to the fact that this storyline will be linked to elements in Book II we can`t offer as many endings as a stand-alone game.</blockquote>
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<br>
I don't think there was much gameplay anywhere in Dungeon Siege to begin with, though.
<br>
<br>
Spotted at: <a href=http://www.rpgwatch.com/>RPG Watch</A>
<a href=http://www.withingames.net/>Within Games</a> managed to score an <a href=http://www.withingames.net/?show=articles&type=showspecial&id=103>interview</a> with Thomas Riegsecker, hard at work developing <a href=http://www.basiliskgames.com/book1.htm>Eschalon: Book 1</a>. Many of the game's aspects are discussed including its takes at non-linearity:
<br>
<br>
<blockquote>
<br>
<br>
<b>10) You describe "Eschalon: Book 1" as "non-linear", with freedom to leave the storyline and access to any area. What kind of choices can the player make? How many different endings do you plan?</b>
<br>
<br>
After we said that, we realized that many people define the term "non-linear" differently when applied to games. The storyline itself is somewhat linear in that you`ll get the most enjoyment from it by following quests from point "A" to point "B", which is how specific events in the game are triggered. However, the game world is mostly open and you can go almost anywhere from the start. If you don`t want to follow the storyline, you can still have a lot of fun just exploring, looting, and taking on side quests that are presented to you, then coming back and picking up the storyline later if you want. It may even be possible to stubble upon the main storyline later in the game and begin following it from that point. Our main goal is to avoid a railroad design like Dungeon Siege where gameplay outside the main story track is all but impossible.
<br>
<br>
There are two different endings to Book I right now. Due to the fact that this storyline will be linked to elements in Book II we can`t offer as many endings as a stand-alone game.</blockquote>
<br>
<br>
I don't think there was much gameplay anywhere in Dungeon Siege to begin with, though.
<br>
<br>
Spotted at: <a href=http://www.rpgwatch.com/>RPG Watch</A>