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Interview Dungeon Lords Q&A at IGN

Saint_Proverbius

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Tags: Dungeon Lords; DW Bradley; Heuristic Park Inc.

<a href="http://pc.ign.com/">IGN</a> serves up <A href="http://pc.ign.com/articles/546/546260p1.html">an interview</a> with <b>D.W. Bradley</b> about <A href="http://www.dungeonlordsgame.com/">Dungeon Lords</a>. He goes over the story, mechanics, and other aspects of the game. Here's the question on being linear:
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<blockquote><b>IGNPC: How linear is the progression of the story? Will players be able to have a different experience if they play through again? Will there be multiple endings?
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David Bradley:</b> While the gameplay experience is non-linear -- meaning you can choose to follow the main quest or side quests, or just meander around -- <u>the main story arc is pretty much linear (it is a *story* after all)</u>. Players will have a slightly different experience by choosing a different emphasis, such as magic over melee, but the overall quest points will be the same. There are optional side quests, but these don't affect the main game path.</blockquote>
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Someone needs to tell this man you can make a story without forcing the player to go through A, B, and C in a set order. If <b>Jeff Vogel</b> can do it sitting in front of his Macintosh in his Seattle basement by himself, you'd think the so-called legendary <b>D.W. Bradley</b> could manage this with his crack team of CRPG developers.
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Spotted at: <A HREF="http://www.bluesnews.com">Blue's News</A>
 

theverybigslayer

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May 25, 2004
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D.W. Bradley:
Wizardry 7 -> worse -> Wizards & Warriors -> worse -> Dungeon Lords -> worse -> ... -> worse -> ... -> worse ... etc
 

Saint_Proverbius

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I'm waiting for him to go to Korea and become a MMORPG designer. That's pretty much what happens to the washed up, old school CRPG designers.
 

Whipporowill

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May 18, 2003
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Now where's that ultra-l337 demo they were jammering about? Having a release date for it and then delaying it, is just baaaad planning.
 

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