Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Interview Mistmare interview at HomeLAN Fed

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,131
Location
Behind you.
Tags: Mistmare

<A href="http://www.homelanfed.com/">HomeLAN Fed</a> has posted a really nice <a href="http://www.homelanfed.com/index.php?id=10749">interview</a> with <b>David Modic</b> about <a href="http://mistmare.arxeltribe.com/">Mistmare</a>, the upcoming alternative history CRPG. It's a hell of a read, very informative and very interesting. Here's a part of it:
<br>
<br>
<blockquote><b>HomeLAN-</b> What locations and settings will be features in Mistmare?
<br>
<br>
<b>David Modic-</b> The locations are broadly divided into two categories - The Landscapes not covered with Fog and the Nightmare places in the Fog. Every location outside the Fog has familiar features and/or landmarks connected with that location. For instance there is The Vatican and the Piazza di Spagna in Rome, there is the Papal palace in Avignon, there is the Notre Dame in Paris and so forth (there is however no Disneyland Paris in the game ?). We actually studied the maps of the 14th century cities when we created the levels and tried to keep as many architectural and geographical facts true. The landmarks can be subtly altered, of course but if they were built around the onset of the Fog they will usually be included.
<br>
<br>
On the other hand we have the nightmare places covered with the Fog. They are usually bizarre places melding imagination and geography.
<br>
<br>
There are more than 130 unique spaces (exteriors and interiors with many different types of architecture, which depends on the geographical location - the types of buildings, windows, doors, additional props? drastically change depending on the episode).
<br>
<br>
<u>There is a night-day cycle in the game and there are certain activities which change during the night. For instance some of the shops close, there are less people walking the streets and many can be found in local bars, etc. There is still plenty to do during the night and some of the sub-quests can only be finished then.</u> If that is the case, the instructions are really clear about that (something along the lines of you will find the old so and so drinking at the local bar every evening). Generally speaking, the activities done during the night or day pretty closely adhere to the activities done in our world. Graphically speaking, in the evening the moon and the stars come out, the darkness sets in, the torches light your way etc.</blockquote>
<br>
<br>
Interesting that they'd mention <b>Day/Night Cycles</b>, since this was brought up in the <A href="http://www.rpgcodex.com/phpBB/viewtopic.php?p=2836#2836">RPG Cliche</a> thread.
<br>
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom