Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: 3D People; Kult: Heretic Kingdoms
<a href=http://rpgvault.ign.com>RPG Vault</a> posted an <a href=http://rpgvault.ign.com/articles/511/511079p1.html>interview</a> with <a href=http://www.3dpeople.de>3D People</a> about <a href=http://www.kult.3dpeople.de>Kult: Heretic Kingdoms</a>, an isometric fantasy game <i>with plenty of equipment and treasure to find, monsters to kill, characters to talk to and a heap of character customizability</i>.
<br>
<br>
<blockquote><i>Without giving any major spoilers, what kind of main story can we expect? How linear or open-ended will it be?</i>
<br>
<br>
Structurally, the story is as non-linear as we could make it whilst keeping it tight enough to realistically develop. The player has multiple choices throughout the game - some of which have staggeringly big consequences for the character and world - and many of the side quests are also reactive, allowing the player to make friends or enemies, help and betray people, and so forth, depending on their moral strength of will - or whim. But every element of the story ties together - we dislike game stories that pose a great quest, then have the player spend 20 hours helping every moron in the village with trivial tasks. Quests that don't tie to the spine of the story still have impact on the world and story background.</blockquote>That sounds great. Unfortunately, <i>every player will play a female Inquisitor at the start of the game</i>, so you'd have to get in touch with your feminine side.
<br>
<br>
<br>
<br>
<br>
Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>
<a href=http://rpgvault.ign.com>RPG Vault</a> posted an <a href=http://rpgvault.ign.com/articles/511/511079p1.html>interview</a> with <a href=http://www.3dpeople.de>3D People</a> about <a href=http://www.kult.3dpeople.de>Kult: Heretic Kingdoms</a>, an isometric fantasy game <i>with plenty of equipment and treasure to find, monsters to kill, characters to talk to and a heap of character customizability</i>.
<br>
<br>
<blockquote><i>Without giving any major spoilers, what kind of main story can we expect? How linear or open-ended will it be?</i>
<br>
<br>
Structurally, the story is as non-linear as we could make it whilst keeping it tight enough to realistically develop. The player has multiple choices throughout the game - some of which have staggeringly big consequences for the character and world - and many of the side quests are also reactive, allowing the player to make friends or enemies, help and betray people, and so forth, depending on their moral strength of will - or whim. But every element of the story ties together - we dislike game stories that pose a great quest, then have the player spend 20 hours helping every moron in the village with trivial tasks. Quests that don't tie to the spine of the story still have impact on the world and story background.</blockquote>That sounds great. Unfortunately, <i>every player will play a female Inquisitor at the start of the game</i>, so you'd have to get in touch with your feminine side.
<br>
<br>
<br>
<br>
<br>
Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>