Diogo Ribeiro
Erudite
Tags: Bill Roper; Flagship Studios; Hellgate: London
Play has an <a href=http://play.tm/story/10612>interview with Bill Roper</a>, CEO for <a href=http://www.flagshipstudios.com/>Flagship Studios</a>, about their upcoming debut game <a href=http://www.hellgatelondon.com/>Hellgate: London</a>. It's a light and quick reading that focuses on some of the more relevant aspects of the FPS/RPG hybrid with roguelike undertows. Here's a bit about item modifications:<blockquote><b>The number of available weapons is comparatively limited at 20 or so in terms of modern RPG's. Much has been made of how each weapon will feel completely different, how is this implemented?</b>
<br>
<br>
Hellgate: London has a great mix of technology and magic, meaning there are everything from high-tech guns to flaming swords to magical devices. Characters also have a variety of skills and spells to call upon, so there is really a wide variety of ways for players to hunt down demons. We've created over 100 basic weapon types for the game, and then layered on all of the randomization, customization and rarity elements. This means that there are literally millions of possible combinations in terms of what weaponry you have to play with.
<br>
<br>
One thing that's really fun to play with is the whole "Mod" idea. Basically, when an item is dynamically generated, there is a chance that it will have slots on it that different Mods (modifications) can fit into. These Mods, which are also randomly created and gathered by players during the course of adventuring, can alter or enhance the effects of the weapons they attach onto. They also change the look of the weapon, as well as the effects of the weapon (muzzle flash, hits, and special effects) so that other players can see what you've done to your gear!</blockquote>Regardless of the whole <i>"dig my threads, mofo"</i> stuff geared at online communities, the item customization sounds nice.
<br>
<br>
<br>
Spotted at: <A HREF="http://play.tm/">Play</A>
Play has an <a href=http://play.tm/story/10612>interview with Bill Roper</a>, CEO for <a href=http://www.flagshipstudios.com/>Flagship Studios</a>, about their upcoming debut game <a href=http://www.hellgatelondon.com/>Hellgate: London</a>. It's a light and quick reading that focuses on some of the more relevant aspects of the FPS/RPG hybrid with roguelike undertows. Here's a bit about item modifications:<blockquote><b>The number of available weapons is comparatively limited at 20 or so in terms of modern RPG's. Much has been made of how each weapon will feel completely different, how is this implemented?</b>
<br>
<br>
Hellgate: London has a great mix of technology and magic, meaning there are everything from high-tech guns to flaming swords to magical devices. Characters also have a variety of skills and spells to call upon, so there is really a wide variety of ways for players to hunt down demons. We've created over 100 basic weapon types for the game, and then layered on all of the randomization, customization and rarity elements. This means that there are literally millions of possible combinations in terms of what weaponry you have to play with.
<br>
<br>
One thing that's really fun to play with is the whole "Mod" idea. Basically, when an item is dynamically generated, there is a chance that it will have slots on it that different Mods (modifications) can fit into. These Mods, which are also randomly created and gathered by players during the course of adventuring, can alter or enhance the effects of the weapons they attach onto. They also change the look of the weapon, as well as the effects of the weapon (muzzle flash, hits, and special effects) so that other players can see what you've done to your gear!</blockquote>Regardless of the whole <i>"dig my threads, mofo"</i> stuff geared at online communities, the item customization sounds nice.
<br>
<br>
<br>
Spotted at: <A HREF="http://play.tm/">Play</A>