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Preview RPG Dot plays Restricted Area

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Tags: Master Creating; Restricted Area

<a href=http://www.rpgdot.com>RPG Dot</a> has posted a positive <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=1056>preview</a> of <a href=http://www.ra2083.com/>Restricted Area</a>, a cyberpunk action-RPG set in a post-apocalyptic world, and described as "sci-fi Diablo meets Crusader".
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<blockquote>Restricted Area will have a 15-20 hour long main quest for each of the characters. The four storylines cross each other sometimes - for example when one of the main characters has to rescue another one.
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You spend the time between missions in the city, talking to NPCs, doing the usual character related things and acquiring new quests. Advancing in the main quest is optional. There´s an unlimited number of computer-generated side quests, so you have an alternative if the main quest is too tough at the moment.
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Most NPCs you´ll meet in town have a relatively neutral attitude towards the main characters, apart from gender preferences. Dialogs are multiple-choice, and your decisions have consequences. You may open or close certain side quests, earn an NPC's sympathy or antipathy and you will ultimately determine which of the 7 endings you´ll see.
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Of course, an unlimited number of quests also demands an unlimited number of items and weapons. Some of them can of course be bought in shops, which restock randomly every time you re-enter the city. But what happens if a merchant has a nice weapon you can´t afford? You can ask him to put it aside until your next visit. </blockquote>
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Multiple choices, consequences, 7 endings, and a sci-fi setting sound like a winning combination.
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Bobbin

Novice
Joined
May 29, 2004
Messages
22
Although I AM looking forward to this game I do hate generated quests. Gothic 2 (which I'm playing currently) has some rather nice quests but most of them go beyond anything which can be generated automatically.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
I guess it all depends on how its done. It works in space trading games, and it could present the "doing jobs for corporations" angle very well.
 

Eclecticist

Liturgist
Joined
May 17, 2004
Messages
311
Location
Ousuturaria
Automatically generated quests are awful and detract from the atmosphere of the world. They really are nothing but destructive.
 

Whipporowill

Erudite
Joined
May 18, 2003
Messages
2,961
Location
59°19'03"N 018°02'15"E
I can't remember anytime random content has been anything but crap:

Dungeons in Daggerfall - check

Battlefields in BeyDiv - check

Random quests in Sacred - check

Although, random equipment works in Diablo, DivDiv and Sacred - although it's not really my cuppa'.
 

Stark

Liturgist
Joined
Mar 31, 2004
Messages
770
at the very least randomly generated quests can never be too deep/flesh out. Can't even expect much dialog from randomly generated quests either.
 

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