Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Dungeon Lords; DW Bradley; Heuristic Park Inc.
<a href=http://www.gamespot.com>GameSpot</a> posted an <a href=http://www.gamespot.com/pc/rpg/dungeonlords/preview_6100790.html>interview</a> with <b>D.W. Bradley</b> about an experiment otherwise known as <a href=http://www.heuristicpark.com>Dungeon Lords</a>, a game that's supposed to combine <i>a deep 3D RPG with real-time arcade-style fighting action</i>.
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<blockquote>GS: Dungeon Lords seems to play like a fast-paced action game, but the game will also attempt to have the depth of a serious role-playing game? Why the decision to go this direction, and how do you strike a balance?
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DWB: Dungeon Lords is a serious role-playing game! And this is what puts Dungeon Lords in a new class of RPG. Dungeon Lords is extraordinarily simple and fun from the very first moment, and yet it's still a deeply involved and well-crafted RPG. In Dungeon Lords, we have created an RPG that engages the player with the excitement and thrills of superior action elements without sacrificing the breadth and detail of a true RPG. It's the game I've always wanted to make, and it represents the culmination of everything I've learned designing both RPG and computer games for the past 25 years. From the very onset of Dungeon Lords, players are immersed in a true-to-life fantasy role-playing universe, and each player progresses in the game in a completely individualized manner, where each moment and every action involves the player's immediate decisions and responses. <u>And best of all, Dungeon Lords is a game totally devoid of the mindless and repetitious point-and-click or turn-based combat or fatiguing micromanagement that--to this day--continues to plague almost all other RPG games</u>. </blockquote>Don't forget the tyranny of choices! That plagues games too.
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Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>
<a href=http://www.gamespot.com>GameSpot</a> posted an <a href=http://www.gamespot.com/pc/rpg/dungeonlords/preview_6100790.html>interview</a> with <b>D.W. Bradley</b> about an experiment otherwise known as <a href=http://www.heuristicpark.com>Dungeon Lords</a>, a game that's supposed to combine <i>a deep 3D RPG with real-time arcade-style fighting action</i>.
<br>
<br>
<blockquote>GS: Dungeon Lords seems to play like a fast-paced action game, but the game will also attempt to have the depth of a serious role-playing game? Why the decision to go this direction, and how do you strike a balance?
<br>
<br>
DWB: Dungeon Lords is a serious role-playing game! And this is what puts Dungeon Lords in a new class of RPG. Dungeon Lords is extraordinarily simple and fun from the very first moment, and yet it's still a deeply involved and well-crafted RPG. In Dungeon Lords, we have created an RPG that engages the player with the excitement and thrills of superior action elements without sacrificing the breadth and detail of a true RPG. It's the game I've always wanted to make, and it represents the culmination of everything I've learned designing both RPG and computer games for the past 25 years. From the very onset of Dungeon Lords, players are immersed in a true-to-life fantasy role-playing universe, and each player progresses in the game in a completely individualized manner, where each moment and every action involves the player's immediate decisions and responses. <u>And best of all, Dungeon Lords is a game totally devoid of the mindless and repetitious point-and-click or turn-based combat or fatiguing micromanagement that--to this day--continues to plague almost all other RPG games</u>. </blockquote>Don't forget the tyranny of choices! That plagues games too.
<br>
<br>
<br>
<br>
Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>