Tags: Mat Williams; Prelude to Darkness; Zero Sum
The first interview with Mat Williams, one of the lead designers on Prelude to Darkness.
11.) Skills, particularly combat ones, offer more benefits when they get to certain levels. Can you give us an example of what types of rewards players can expect to see by reaching high skill levels in a combat skill? How about a non-combat skill?
Mat Williams: Non-combat skills primarily give attribute bonuses as they get better. We had a lot of other, more active, bonuses in place for them, but it got to be too much of a testing and balancing headache for us. I'd like to get more bonuses in for them, right now I don't think there's any non-combat bonus which compares to the advanced sword-spin attack. All the advanced combat moves are very useful, even key in the late game, and they're different enough to warrant playing with more than just swords.
Enjoy!
The first interview with Mat Williams, one of the lead designers on Prelude to Darkness.
11.) Skills, particularly combat ones, offer more benefits when they get to certain levels. Can you give us an example of what types of rewards players can expect to see by reaching high skill levels in a combat skill? How about a non-combat skill?
Mat Williams: Non-combat skills primarily give attribute bonuses as they get better. We had a lot of other, more active, bonuses in place for them, but it got to be too much of a testing and balancing headache for us. I'd like to get more bonuses in for them, right now I don't think there's any non-combat bonus which compares to the advanced sword-spin attack. All the advanced combat moves are very useful, even key in the late game, and they're different enough to warrant playing with more than just swords.
Enjoy!