Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: 3D People; Kult: Heretic Kingdoms
<a href=http://www.withingames.net>Within Games</a> posted an <a href=http://www.withingames.net/index.php?show=articles&type=showspecial&id=70>interview</a> with <b>Jan Turan</b> und <b>Chris Bateman</b> about <a href=http://www.cult.3dpeople.de>Kult: Heretic Kingdoms</a>, an upcoming fantasy RPG that promises to have more role-playing then just playing with stats.
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<blockquote><i>As far as I know Kult: Heretic Kingdoms is the first project of 3D People and it's an ambitious rpg. But nowadays there are so many games in this genre. What features will make Kult: Heretic Kingdoms better than the rest?</i>
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...Also, the dialogue system is quite different, as most of the quests unfold in multiple different ways. The player has a lot of choice as to how they interact with the world - they can choose to be trustworthy and loyal, or a selfish betrayer. Although you can choose the outcomes, you still have to live with the consequences. If you betray someone, don´t be surprised if they refuse to deal with you anymore, or perhaps even try to have you killed. And even if that happens, you may be able to find a way around it...
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<i>Speaking of quests - can you give an example how the quests in Kult: Heretic Kingdoms will look like? </i>
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Okay, but I´m reluctant to say too much because the quests relate to one another, and there are a lot of surprises and twists imbedded in the quest structure. However, at a certain point the player will be pursuing a particular goal for the Inquisition, during the course of which they will end up escorting a thief as a means to an end. The player can respond to this situation in a number of different ways - including being rather negligent in their duties! Ultimately, you don´t have to continue to protect this thief - in fact, you may end up betraying him completely. This illustrates the sort of freedom within the narrative space the quest system provides.
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Although there is an overall framework, there is freedom of choice within the quests, and continuity between them - the outcome of one quest affects the nature of other quests (and the world at large).</blockquote> That doesn't sound too bad, does it? In fact, it sounds great, assuming that they can deliver all that.
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Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>
<a href=http://www.withingames.net>Within Games</a> posted an <a href=http://www.withingames.net/index.php?show=articles&type=showspecial&id=70>interview</a> with <b>Jan Turan</b> und <b>Chris Bateman</b> about <a href=http://www.cult.3dpeople.de>Kult: Heretic Kingdoms</a>, an upcoming fantasy RPG that promises to have more role-playing then just playing with stats.
<br>
<br>
<blockquote><i>As far as I know Kult: Heretic Kingdoms is the first project of 3D People and it's an ambitious rpg. But nowadays there are so many games in this genre. What features will make Kult: Heretic Kingdoms better than the rest?</i>
<br>
<br>
...Also, the dialogue system is quite different, as most of the quests unfold in multiple different ways. The player has a lot of choice as to how they interact with the world - they can choose to be trustworthy and loyal, or a selfish betrayer. Although you can choose the outcomes, you still have to live with the consequences. If you betray someone, don´t be surprised if they refuse to deal with you anymore, or perhaps even try to have you killed. And even if that happens, you may be able to find a way around it...
<br>
<br>
<i>Speaking of quests - can you give an example how the quests in Kult: Heretic Kingdoms will look like? </i>
<br>
<br>
Okay, but I´m reluctant to say too much because the quests relate to one another, and there are a lot of surprises and twists imbedded in the quest structure. However, at a certain point the player will be pursuing a particular goal for the Inquisition, during the course of which they will end up escorting a thief as a means to an end. The player can respond to this situation in a number of different ways - including being rather negligent in their duties! Ultimately, you don´t have to continue to protect this thief - in fact, you may end up betraying him completely. This illustrates the sort of freedom within the narrative space the quest system provides.
<br>
<br>
Although there is an overall framework, there is freedom of choice within the quests, and continuity between them - the outcome of one quest affects the nature of other quests (and the world at large).</blockquote> That doesn't sound too bad, does it? In fact, it sounds great, assuming that they can deliver all that.
<br>
<br>
Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>