Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Leonard Boyarsky; Troika Games; Vampire: The Masquerade - Bloodlines
<a href=http://www.gamespot.com>GameSpot</a> posted <a href=http://www.vampirebloodlines.com>Bloodlines</a>' designer diary #3. So go ahead and click on this <a href=http://www.gamespot.com/pc/rpg/vtmb/preview_6085643.html>link</a> to see what <b>Leonard Boyarsky</b> has to say
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<blockquote>You might ask, "Why a first-person RPG?" Well, after seeing Valve's Source engine in action, we felt there was no better way to really immerse players in the experience than to make it a first-person game. Not to mention that a lot of us here were big fans of Ultima Underworld, and this seemed like a chance to revisit the roots of today's RPGs.
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Lastly, we've had to incorporate all those things that players need to be able to do in a role-playing game that aren't always standard in a first-person shooter, such as sneaking, a complex dialogue system, and, in our case, the whole system of vampire disciplines--the special powers that players will derive by joining one of many powerful vampire clans--available for them to use.</blockquote>
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I really like that line about “the roots of today’s RPGs†Very smooth.
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Spotted at <a href=http://www.homelanfed.com>HomeLan</a>
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<a href=http://www.gamespot.com>GameSpot</a> posted <a href=http://www.vampirebloodlines.com>Bloodlines</a>' designer diary #3. So go ahead and click on this <a href=http://www.gamespot.com/pc/rpg/vtmb/preview_6085643.html>link</a> to see what <b>Leonard Boyarsky</b> has to say
<br>
<br>
<blockquote>You might ask, "Why a first-person RPG?" Well, after seeing Valve's Source engine in action, we felt there was no better way to really immerse players in the experience than to make it a first-person game. Not to mention that a lot of us here were big fans of Ultima Underworld, and this seemed like a chance to revisit the roots of today's RPGs.
<br>
<br>
Lastly, we've had to incorporate all those things that players need to be able to do in a role-playing game that aren't always standard in a first-person shooter, such as sneaking, a complex dialogue system, and, in our case, the whole system of vampire disciplines--the special powers that players will derive by joining one of many powerful vampire clans--available for them to use.</blockquote>
<br>
I really like that line about “the roots of today’s RPGs†Very smooth.
<br>
<br>
Spotted at <a href=http://www.homelanfed.com>HomeLan</a>
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