Jason
chasing a bee
Tags: Depths of Peril
<a href="http://www.rockpapershotgun.com/?p=1937">Rock Paper Shotgun</a> had a chat with Steven Peeler about being an independent developer, the challenges of non-linear games, and the origins of <b><a href="http://www.soldak.com/Depths-of-Peril/Overview.html">Depths of Peril</a></b>.
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<blockquote>RPS: Depths of Peril: It’s an obvious question to ask first, I know, but where did the idea of it come from? How long have you wanted to do something like this? Why did you decide it should be Soldak’s first game?
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Steven: Well I’ve wanted to create an RPG for ages. Soldak’s first game simply had to be an RPG, because I had to make one. For any other upcoming developers I wouldn’t suggest making an RPG as your company’s first product however. They tend to be way more complicated than you realize. Of course, part of this was deciding not to make a simple clone. Even though I’ve wanted to make an RPG for ages, I didn’t think of some of the key things for Depths of Peril until shortly after I left Ritual. Exactly what RPG I have wanted to do changes depending on what exactly the circumstances are: like what engine is available, the game’s budget, what the distribution will be, etc. For example, not too long before I left Ritual I pitched an RPG that would have been very tense, as scary as possible, and first person. In other words, it would have been nothing like Depths of Peril.
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I don’t think I even remember where all of the ideas came from for Depths of Peril. I just wanted something that was fundamentally different than other action RPGs. I didn’t want to create just another clone. I think I decided to add multiple factions fighting each other first and the dynamic world followed because it just made sense. I mean what happens if you have a static world and an enemy covenant goes and kills one of the bosses? It seemed to me that the world needed to be dynamic or I was going to have to make the covenant’s not really impact the world any. So like I said it just made sense.</blockquote>
<br>
Spotted at: <A HREF="http://www.rockpapershotgun.com/">Rock Paper Shotgun</A>
<a href="http://www.rockpapershotgun.com/?p=1937">Rock Paper Shotgun</a> had a chat with Steven Peeler about being an independent developer, the challenges of non-linear games, and the origins of <b><a href="http://www.soldak.com/Depths-of-Peril/Overview.html">Depths of Peril</a></b>.
<br>
<blockquote>RPS: Depths of Peril: It’s an obvious question to ask first, I know, but where did the idea of it come from? How long have you wanted to do something like this? Why did you decide it should be Soldak’s first game?
<br>
<br>
Steven: Well I’ve wanted to create an RPG for ages. Soldak’s first game simply had to be an RPG, because I had to make one. For any other upcoming developers I wouldn’t suggest making an RPG as your company’s first product however. They tend to be way more complicated than you realize. Of course, part of this was deciding not to make a simple clone. Even though I’ve wanted to make an RPG for ages, I didn’t think of some of the key things for Depths of Peril until shortly after I left Ritual. Exactly what RPG I have wanted to do changes depending on what exactly the circumstances are: like what engine is available, the game’s budget, what the distribution will be, etc. For example, not too long before I left Ritual I pitched an RPG that would have been very tense, as scary as possible, and first person. In other words, it would have been nothing like Depths of Peril.
<br>
<br>
I don’t think I even remember where all of the ideas came from for Depths of Peril. I just wanted something that was fundamentally different than other action RPGs. I didn’t want to create just another clone. I think I decided to add multiple factions fighting each other first and the dynamic world followed because it just made sense. I mean what happens if you have a static world and an enemy covenant goes and kills one of the bosses? It seemed to me that the world needed to be dynamic or I was going to have to make the covenant’s not really impact the world any. So like I said it just made sense.</blockquote>
<br>
Spotted at: <A HREF="http://www.rockpapershotgun.com/">Rock Paper Shotgun</A>