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Interview Kult queries at RPGVault

Saint_Proverbius

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Tags: Kult: Heretic Kingdoms

<a href="http://rpgvault.ign.com/">RPGVault</A> has posted their <A href="http://rpgvault.ign.com/articles/513/513141p1.html">second interview</a> with the guys behind <a href="http://www.p3int.com/product_center_KULT_The_Game.asp">Kult: Heretic Kingdoms</a>. It's a pretty broad interview, jumping around from topic to topic, so here's a bit on NPCs:
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<blockquote><b>Jonric: How about friendly and neutral NPCs? How important will they be overall, and what kinds of roles will they fulfill? What are some interesting or important ones?
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Richard Boon:</b> The story calls for some very in-depth NPC interactions. We have a robust dialogue engine based around the player's choice of question or statement, which drives these interactions. The political nature of the story means that we have a core set of VERY powerful NPCs, who are vying amongst each other for their own gain. How the player reacts will eventually determine the fate of the world. You know the score!
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<b>Chris Bateman:</b> Sadly, we're sworn to secrecy as to who these characters are. We don't want to spoil any surprises. Suffice to say, good and evil aren't clear cut in the Heretic Kingdoms. That's become a cliche in modern game stories, but... well... wait and see.</blockquote>
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Ever seen a CRPG developer yet say their characters are flat or boring or the level of interaction is just superficial?
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Spotted at: <A HREF="http://www.bluesnews.com">Blue's News</A>
 

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