Spazmo
Erudite
Tags: Dungeon Siege; Gas Powered Games
<A HREF="http://rpgvault.ign.com" target="_blank">RPG Vault</a> continue their series of RPG roundtables in which a handful of people from big name developers talk about what RPGs are and where they're going. The topic for this one is 2003 and what was new and interesting in it and what that'll mean for CRPGs. The general consensus of <b>Brian Fargo</b> of <a href=http://inxile-entertainment.com/>InXile</a>, <b>Ken Levine</b> of <a href=http://www.irrationalgames.com/>Irrational</a> and some guy who made the Dungeon Siege expansion is that <i>KotOR rocks</i>. Here's part of what <b>Matthew Nordhaus</b>, the <a href=http://www.dungeonsiege.com>Dungeon Siege</a> guy, had to say.
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<blockquote>2. Everyone wants something different out of their RPGs. Picture a graph with action vs. story on one axis and linear vs. non-linear gameplay on the other. Ask your friends (or your co-workers at the average game company) where their ideal RPG falls on the graph. I did this, and was surprised at how far from the center most people fell, and also how far from each other they ended up. Some people want immersive story, rich stat trees and a zillion quests. Some want Orc cannon fodder and shiny new armor every 10 minutes. Some want jumping puzzles - go figure.</blockquote>
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And this, clearly, is why Dungeon Siege gives the player essentially nothing with bits of crate smashing thrown in.
<A HREF="http://rpgvault.ign.com" target="_blank">RPG Vault</a> continue their series of RPG roundtables in which a handful of people from big name developers talk about what RPGs are and where they're going. The topic for this one is 2003 and what was new and interesting in it and what that'll mean for CRPGs. The general consensus of <b>Brian Fargo</b> of <a href=http://inxile-entertainment.com/>InXile</a>, <b>Ken Levine</b> of <a href=http://www.irrationalgames.com/>Irrational</a> and some guy who made the Dungeon Siege expansion is that <i>KotOR rocks</i>. Here's part of what <b>Matthew Nordhaus</b>, the <a href=http://www.dungeonsiege.com>Dungeon Siege</a> guy, had to say.
<br>
<br>
<blockquote>2. Everyone wants something different out of their RPGs. Picture a graph with action vs. story on one axis and linear vs. non-linear gameplay on the other. Ask your friends (or your co-workers at the average game company) where their ideal RPG falls on the graph. I did this, and was surprised at how far from the center most people fell, and also how far from each other they ended up. Some people want immersive story, rich stat trees and a zillion quests. Some want Orc cannon fodder and shiny new armor every 10 minutes. Some want jumping puzzles - go figure.</blockquote>
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And this, clearly, is why Dungeon Siege gives the player essentially nothing with bits of crate smashing thrown in.