Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: The Broken Hourglass
I decided to try something different and instead of asking 10-15 unconnected questions, I asked Jason Compton, the lead designer of <a href=http://www.planewalkergames.com/>The Broken Hourglass</a> only 3 questions, but studied his answers under a microscope.
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<blockquote><b>The difference is, dungeons tend to be more a bit exciting than storefronts and residences. Anyway, what do you have in the urban dungeon department? Discovering a well hidden, ancient door in some basement leading into unknown darkness somehow sounds more exciting then discovering a cave in the middle of nowhere, so tell us all about it.</b>
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There are three sequences in the main game which could be considered "urban dungeons." One is the old caverns beneath the Arena, where forgotten rubbish—and the occasional forgotten monster—is discarded. Another is an ancient tomb, cracked open by diggers hoping to tunnel their way out of the city. The creator of the tomb is still down there, so you can ask him all about how it was built, if you don't mind the smell. The third is a sequence which takes the player through a long-forgotten and roundabout path between two city districts, including a trip through the buried catacombs and a sewer system. The endgame also has aspects of "urban dungeon." All three certainly have their share of combat challenges, but the tomb and the catacombs sequences in particular are much more of a balanced adventure than a monster-bashing crawl.</blockquote><a href=http://www.rpgcodex.net/content.php?id=164>Click here to read the rest</a>, or if you've never heard about the game before, start with our first, <a href=http://www.rpgcodex.net/content.php?id=135>introductory interview</a>.
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I decided to try something different and instead of asking 10-15 unconnected questions, I asked Jason Compton, the lead designer of <a href=http://www.planewalkergames.com/>The Broken Hourglass</a> only 3 questions, but studied his answers under a microscope.
<br>
<br>
<blockquote><b>The difference is, dungeons tend to be more a bit exciting than storefronts and residences. Anyway, what do you have in the urban dungeon department? Discovering a well hidden, ancient door in some basement leading into unknown darkness somehow sounds more exciting then discovering a cave in the middle of nowhere, so tell us all about it.</b>
<br>
<br>
There are three sequences in the main game which could be considered "urban dungeons." One is the old caverns beneath the Arena, where forgotten rubbish—and the occasional forgotten monster—is discarded. Another is an ancient tomb, cracked open by diggers hoping to tunnel their way out of the city. The creator of the tomb is still down there, so you can ask him all about how it was built, if you don't mind the smell. The third is a sequence which takes the player through a long-forgotten and roundabout path between two city districts, including a trip through the buried catacombs and a sewer system. The endgame also has aspects of "urban dungeon." All three certainly have their share of combat challenges, but the tomb and the catacombs sequences in particular are much more of a balanced adventure than a monster-bashing crawl.</blockquote><a href=http://www.rpgcodex.net/content.php?id=164>Click here to read the rest</a>, or if you've never heard about the game before, start with our first, <a href=http://www.rpgcodex.net/content.php?id=135>introductory interview</a>.
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