Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Interview Space Hack enquires at RPGVault

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,131
Location
Behind you.
Tags: Rebelmind; Space Hack

<A href="http://rpgvault.ign.com">RPGVault</a> has gotten themselves <A href="http://rpgvault.ign.com/articles/440/440259p1.html">an interview</a> with the guys making <a href="http://www.rebelmind.com/spacehack/">Space Hack</a>, which is one of those sci-fi action CRPGs. Here's a bit on character creation:
<br>
<br>
<blockquote><b>Jonric: What choices if any will players have in terms of customizing the starting character's abilities, race, gender, class, clothing, physical features et al?
<br>
<br>
Otton Laskowski:</b> Instead of forcing a player to go through a complicated and sometimes incomprehensible (especially for casual players) character creation system, we decided for an unconstrained character development system during regular play. We thought that instead of introducing, for example, character classes, which would determine the character's development for the entire game, it would be much better if the player could, at any point, abandon his current development path and choose another, without having to start the game from the beginning. This way, the player has a chance to define his character in a "real" way, instead of just choosing who he wants to be from a menu.
<br>
<br>
Of course, we didn't want to deny players the opportunity to boost the character in a chosen direction at the beginning of a game - he will be able to choose from a few items with which to start his journey, and will also get some extra experience points to spend in any way he wants. </blockquote>
<br>
<br>
I dunno, I've always found character creation at the beginning part of the fun. It's kind of like removing the wrapping on a Christmas present.
<br>
<br>
Thanks, <b>Darek Rusin</b>!
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom