Jason
chasing a bee
Tags: DoubleBear Productions
Brian Mitsoda has been making the pre-hype rounds for <b><a href="http://www.doublebearproductions.com/?page_id=7" target="blank">DoubleBear's Zombie RPG</a></b>, including this <a href="http://www.gamasutra.com/php-bin/news_index.php?story=25008" target="blank">interview at Gamasutra</a>.
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<blockquote>One of the staples of the zombie genre, at least in the initial days of the event, is the confusion and disarray the survivors find themselves in. Obviously this would lend itself well to an open world setting. Is that the direction you intend to go in?
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We’re an open world game, yes. That was another draw of the setting. When you don’t have any access to communication or information, you wouldn’t know what to expect outside your immediate area. People have no idea if there are safe areas out there or if there’s help on the way, which leads to rumors and misinformation.
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Coupled with the need for supplies, it sparks curiosity and encourages the player to explore the surrounding area looking for facts, food, and friends. We also like the setting because you might grow to like some of these survivors, but true to the zombie genre, anyone can die or be infected at any time. Every time you leave the safety of your shelter, a few bad calls could leave your most trusted ally dead. I think it’s an expectation for the genre and the non-linear aspect – no one is safe.</blockquote>
<br>
On a side note, some of you might be interested to read that the "Age of Decadence team has been transitioning onto our project as they finish their tasks on AoD." Does that mean Thursday is right around the corner?
Brian Mitsoda has been making the pre-hype rounds for <b><a href="http://www.doublebearproductions.com/?page_id=7" target="blank">DoubleBear's Zombie RPG</a></b>, including this <a href="http://www.gamasutra.com/php-bin/news_index.php?story=25008" target="blank">interview at Gamasutra</a>.
<br>
<blockquote>One of the staples of the zombie genre, at least in the initial days of the event, is the confusion and disarray the survivors find themselves in. Obviously this would lend itself well to an open world setting. Is that the direction you intend to go in?
<br>
<br>
We’re an open world game, yes. That was another draw of the setting. When you don’t have any access to communication or information, you wouldn’t know what to expect outside your immediate area. People have no idea if there are safe areas out there or if there’s help on the way, which leads to rumors and misinformation.
<br>
<br>
Coupled with the need for supplies, it sparks curiosity and encourages the player to explore the surrounding area looking for facts, food, and friends. We also like the setting because you might grow to like some of these survivors, but true to the zombie genre, anyone can die or be infected at any time. Every time you leave the safety of your shelter, a few bad calls could leave your most trusted ally dead. I think it’s an expectation for the genre and the non-linear aspect – no one is safe.</blockquote>
<br>
On a side note, some of you might be interested to read that the "Age of Decadence team has been transitioning onto our project as they finish their tasks on AoD." Does that mean Thursday is right around the corner?