Tags: Shadow Vault
<b>Tomás BencÃk</b> of <a href="http://www.mayhem.sk/">Mayhem Studios</a> has been kind enough to grant us <A href="http://www.rpgcodex.com/content.php?id=70">interview</a> about <A href="http://www.mayhem.sk/index.php?l=1&r=2000&al=2&ar=">Shadow Vault</a>, that wacky time-travelling, turn based tactical CRPG set in the Cold War nuclear type disaster setting.
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<div align="center"><a href="http://www.rpgcodex.com/screenshot.php?game=shadowvault&shot=1"><img src="http://www.rpgcodex.com/images/screenshots/shadowvault/int01shot002tb.jpg" height="150" width="200"></a></div>
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<blockquote><i>9.) Can you tell us a little bit about why you guys decided to make a turn based game? Can you tell us why you decided that turn based would make the best system for this time? Are there any features in the game that you guys definitely wanted that turn based allows?</i>
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Some of us remember the times when we met in a flat from time to time to play a mad table game. We drew maps, conquered countries, moved little figures across coordinate paper, shot in each one's back and finally ended up arguing about unclear rules. Strategies grew on our hearts. Unlike action games, they allow the player to think things over from a bigger distance, see the whole battlefield without hurry.
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Later, the strategies started to fall into stereotypes so we simplified our rules, increased the variety of actions and added RPG elements to make the game more attractive.</blockquote>
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Turn based makes it attractive enough for me.
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<b>Tomás BencÃk</b> of <a href="http://www.mayhem.sk/">Mayhem Studios</a> has been kind enough to grant us <A href="http://www.rpgcodex.com/content.php?id=70">interview</a> about <A href="http://www.mayhem.sk/index.php?l=1&r=2000&al=2&ar=">Shadow Vault</a>, that wacky time-travelling, turn based tactical CRPG set in the Cold War nuclear type disaster setting.
<br>
<br>
<div align="center"><a href="http://www.rpgcodex.com/screenshot.php?game=shadowvault&shot=1"><img src="http://www.rpgcodex.com/images/screenshots/shadowvault/int01shot002tb.jpg" height="150" width="200"></a></div>
<br>
<br>
<blockquote><i>9.) Can you tell us a little bit about why you guys decided to make a turn based game? Can you tell us why you decided that turn based would make the best system for this time? Are there any features in the game that you guys definitely wanted that turn based allows?</i>
<br>
<br>
Some of us remember the times when we met in a flat from time to time to play a mad table game. We drew maps, conquered countries, moved little figures across coordinate paper, shot in each one's back and finally ended up arguing about unclear rules. Strategies grew on our hearts. Unlike action games, they allow the player to think things over from a bigger distance, see the whole battlefield without hurry.
<br>
<br>
Later, the strategies started to fall into stereotypes so we simplified our rules, increased the variety of actions and added RPG elements to make the game more attractive.</blockquote>
<br>
<br>
Turn based makes it attractive enough for me.
<br>
<br>