Tags: Dungeon Siege III; Obsidian Entertainment
<p>Another GamesCom based Dungeon Siege 3 preview surfaced, this time <a href="http://g4tv.com/games/xbox-360/63853/dungeon-siege-3/articles/72013/Gamescom-2010-Dungeon-Siege-3-Interview/" target="_blank">G4TV questioned</a> Obsidian's Nathaniel Chapman and Gas Powered Games' Chris Taylor.</p>
<blockquote>
<p><strong>G4: I noticed as I watched the demonstration that the way loot is presented to the player is very rooted in the game world, rather than a box popping up listing what's in a chest, or loot falling out of enemies as they die. How did that come about?</strong><br /><br />Nathaniel: We have a goofy term for it on the team, we call it "Pow!" It's basically the idea that when loot comes out of a monster it shouldn't just appear on the ground; it should explode out of them with, like, sparkles and a million particle effects. Just the idea that whenever you do something in the game, it should be awesome. With the loot, we didn't want it to feel like, "Okay, I'm opening up a window and clicking buttons to get my loot."<br /><br />You see in the demo that when you attack a skeleton, bones fly off them. We just wanted to have that feeling that everything is visceral and in the world, that was really important to us.</p>
</blockquote>
<p> </p>
<p>The significance of loot exploding out of the enemies with sparkles and particle effects - I always underestimated it.</p>
<p> </p>
<p>Spotted at: <a href="http://www.rpgwatch.com/#15690">RPGWatch</a></p>
<p>Another GamesCom based Dungeon Siege 3 preview surfaced, this time <a href="http://g4tv.com/games/xbox-360/63853/dungeon-siege-3/articles/72013/Gamescom-2010-Dungeon-Siege-3-Interview/" target="_blank">G4TV questioned</a> Obsidian's Nathaniel Chapman and Gas Powered Games' Chris Taylor.</p>
<blockquote>
<p><strong>G4: I noticed as I watched the demonstration that the way loot is presented to the player is very rooted in the game world, rather than a box popping up listing what's in a chest, or loot falling out of enemies as they die. How did that come about?</strong><br /><br />Nathaniel: We have a goofy term for it on the team, we call it "Pow!" It's basically the idea that when loot comes out of a monster it shouldn't just appear on the ground; it should explode out of them with, like, sparkles and a million particle effects. Just the idea that whenever you do something in the game, it should be awesome. With the loot, we didn't want it to feel like, "Okay, I'm opening up a window and clicking buttons to get my loot."<br /><br />You see in the demo that when you attack a skeleton, bones fly off them. We just wanted to have that feeling that everything is visceral and in the world, that was really important to us.</p>
</blockquote>
<p> </p>
<p>The significance of loot exploding out of the enemies with sparkles and particle effects - I always underestimated it.</p>
<p> </p>
<p>Spotted at: <a href="http://www.rpgwatch.com/#15690">RPGWatch</a></p>