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Interview Avencast interview at RPG Vault

Vault Dweller

Commissar, Red Star Studio
Developer
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Tags: Avencast

<a href=http://rpgvault.ign.com>RPG Vault</a> has posted an <a href=http://rpgvault.ign.com/articles/793/793376p1.html>interview</a> with <a href=http://www.avencast.com/>Avencast</a> (an indie action RPG) developers. Here is an overview:
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<blockquote><b>What core strengths will differentiate Avencast from other games that might seem similar in terms of their play? What kind of individual will find it most appealing?</b>
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Minh Tri Do Dinh: What differentiates Avencast most from other games would be the combat and general style of action, which draw heavy inspiration from beat 'em ups, shooters and the like, rather than classical RPGs.</blockquote>When designing an RPG, one must resist temptation to draw inspiration from other RPGs and must, instead, draw inspiration from shooters and arcade games.
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<blockquote>That philosophy of keeping things dynamic is also reflected in the fact that Avencast is a fairly straightforward game. We want to make sure people can just jump in and enjoy it as much as possible, without worrying too much about endless rules and choices.</blockquote>When designing an RPG, it's important to keep in mind that people want to play only shooters and, thus, your game must match shooters' gameplay as closely as possible. Endless rules and choices do not an RPG make.
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<blockquote><b>Since you've made a number of references to the type of combat experience you're aiming to offer, what are the significant features and elements you'd like us to know about? </b>
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Minh Tri Do Dinh: You could say that combat is the heart and soul of Avencast. While there are plenty of varied quests to keep you challenged and captivated, you will definitely spend a lot of your time fighting. The combat system itself was born out of the observation that a lot of RPGs are, in a way, very reliant on numbers and statistics.
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The point is that for us, other RPG combat systems sometimes felt like math, not magic, and putting the fate of your fabled hero into the hands of a dice-rolling calculator wasn't appealing enough. What we want to do is put the reins of the character right into the hands of the player. This is where our inspiration from all those action games came in.</blockquote>When designing an RPG, one must ensure that gameplay is not "numbers-based", as it can only lead to disappointments when someone's character fails a roll. Make games for players, not their characters!
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stargelman

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Funky Bebop Land
Well, at least they're honest. You can look at the screenshots or read a few of the words from that interview and know in an instant it's going to suck so massively you'll never even want to hear another word about it.
 

OSK

Arcane
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You can tell from the screens that it's another Diablo clone.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
At least the combat seems to be better than Diablo.
The rest is just like any other Dialbo clone.

At least he's honest in what kind of game he's making.
 

Roqua

Prospernaut
Dumbfuck Repressed Homosexual In My Safe Space
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YES!
Yeah, we want more great rpgs like Stalker, Bioshock, and Thief, not this action garbage.
 

Red Russian

Scholar
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May 29, 2006
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164
When did you get dumbfucked? The reddish text above your'e avatar caught my eye just now...
 

MisterStone

Arcane
Joined
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Messages
9,422
Fuck yeah... I don't want any numbers 'n shit. I just want to jump into that sweet action-packed gameplay! Oh yeah, and inventory screens suck ass. Just let me walk over the powerups. Fucking nerd games.
 

Roqua

Prospernaut
Dumbfuck Repressed Homosexual In My Safe Space
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YES!
Red Russian said:
When did you get dumbfucked? The reddish text above your'e avatar caught my eye just now...

Sometime between yesterday and today, I'm not sure exactly, but its nice to finally get the recognition I deserve.
 

mister lamat

Scholar
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Mar 23, 2006
Messages
570
pissing on people's work in your newspost is how you turn this site into an 'indie hub'? keen idea, hoss.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
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Messages
28,038
mister lamat said:
pissing on people work in your newspost is how you turn this site into an 'indie hub'? keen idea, hoss.
Do you expect me to praise every indie game and overlook flaws just because it's an indie game? Should I also start covering those indie "console RPGs", courtesy of RPGMaker?

Anyway, we have several interesting (hopefully) "indie" articles coming.
 

mister lamat

Scholar
Joined
Mar 23, 2006
Messages
570
hmm... piss on a game you haven't played simply because it has 'flaws', which are simply design choices you don't agree with? you seethe with angst and rancor.

i'm really looking forward to the articles about games that feature mid-nineties tech and juvenile stories!
 

Fez

Erudite
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May 18, 2004
Messages
7,954
I thought everyone expected indie games to be treated the same as other games? Would people expect VD to hide flaws and his opinion because it wasn't Bioware who made it?
 

Texas Red

Whiner
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Sep 9, 2006
Messages
7,044
Are the people who actually like these ARPG hiding somewhere? Are they extremely reclusive and only rarely post on forums? Why is everyone making Diablo clones?!
 

Globbi

Augur
Joined
Jan 28, 2007
Messages
342
The Walkin' Dude said:
Are the people who actually like these ARPG hiding somewhere? Are they extremely reclusive and only rarely post on forums? Why is everyone making Diablo clones?!

Well, I think there is a reason why we don't hear about all those game after their relese.
Why are they being made? What's easier: to write a good story and dialogues or make a clone of popular slashing game?
 

Jason

chasing a bee
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baby arm fantasy island
Why are they being made? What's easier: to write a good story and dialogues or make a clone of popular slashing game?
They're being made because action RPGs are more popular than more traditional RPGs. More people buying them = more people making them.
 

franc kaos

Liturgist
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Aug 4, 2005
Messages
298
Location
On the outside ~ looking in...
In the magic kingdom of Aldgarth, demons tore up a dimension portal and invaded your academy...
Now a forgotten demon army is about to descend on your world...
Descend into the depths of a sunken civilisation....
Fight the mighty Demon Marshal Morgath, forged from the crystals of the Gods...
Why does that sound familiar (and will they actually invade)?

Will the soft shadows be removed at the eleventh hour?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,038
mister lamat said:
hmm... piss on a game you haven't played...
Not the "u haevn't playd this gaem!" argument again.

... simply because it has 'flaws', which are simply design choices you don't agree with?
What choices are you talking about? Trying to remove as many RPG elements as possible from an RPG?

i'm really looking forward to the articles about games that feature mid-nineties tech...
You've got me here. Tech is definitely the most important aspect in an RPG.
 

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