Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: 3D People; Kult: Heretic Kingdoms
<a href=http://www.rpgdot.com>RPG Dot</a> posted an <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=945>interview</a> with <a href=http://www.3dpeople.de>3D People</a> about their upcoming fantasy RPG, <a href=http://www.kult.3dpeople.de>Kult: Heretic Kingdoms</a>
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<blockquote><i>How important are non-combat skills to the gameplay? Are there any speech or diplomacy skills, for example? </i>
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Richard: In order to keep the story tight, character based skills have been omitted. This is not to say that diplomacy isn’t important, however – players will have many choices to make throughout the game, as to which allies they side with and which enemies they make. We prefer to put the player in control of the diplomacy aspects, rather than have a skills system make certain routes impossible under arbitrary circumstances.
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Jan: Kult is an action-oriented game, at heart. The Attunements system has been designed to give players maximum choice, and a high level of strategy and fun within the combat elements, and so non-combat skills are of lesser importance.
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Chris: It’s worth noting than in games with a fixed Diplomacy skill, this can limit player flexibility – as this usually restricts conversation options unless the player gives up other advantages to invest in the Diplomacy skill. We’ve preferred to create variety in the dialogue space as a result of the player’s choices and actions – this is closer to how this sort of thing works in many tabletop RPG systems. Resolving interpersonal situations by the equivalent of a die roll can be very unsatisfying.</blockquote>I can understand why developers choose to simplify gameplay, but why do they have to give us some lame justifications?
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<a href=http://www.rpgdot.com>RPG Dot</a> posted an <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=945>interview</a> with <a href=http://www.3dpeople.de>3D People</a> about their upcoming fantasy RPG, <a href=http://www.kult.3dpeople.de>Kult: Heretic Kingdoms</a>
<br>
<br>
<blockquote><i>How important are non-combat skills to the gameplay? Are there any speech or diplomacy skills, for example? </i>
<br>
<br>
Richard: In order to keep the story tight, character based skills have been omitted. This is not to say that diplomacy isn’t important, however – players will have many choices to make throughout the game, as to which allies they side with and which enemies they make. We prefer to put the player in control of the diplomacy aspects, rather than have a skills system make certain routes impossible under arbitrary circumstances.
<br>
<br>
Jan: Kult is an action-oriented game, at heart. The Attunements system has been designed to give players maximum choice, and a high level of strategy and fun within the combat elements, and so non-combat skills are of lesser importance.
<br>
<br>
Chris: It’s worth noting than in games with a fixed Diplomacy skill, this can limit player flexibility – as this usually restricts conversation options unless the player gives up other advantages to invest in the Diplomacy skill. We’ve preferred to create variety in the dialogue space as a result of the player’s choices and actions – this is closer to how this sort of thing works in many tabletop RPG systems. Resolving interpersonal situations by the equivalent of a die roll can be very unsatisfying.</blockquote>I can understand why developers choose to simplify gameplay, but why do they have to give us some lame justifications?
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