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.rpgdot.com>RPG Dot</a>'s <b>Dhruin</b> got stuck in an elevator with <b>DW Bradley</b> and asked him a few <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=1062>questions</a> about <a href=http://www.dungeonlordsgame.com>Dungeon Lords</a>. Unfortunately, the exact answers are so terrifying, they can never be revealed. Instead, we are offered an overview of the interview:
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<blockquote>Naturally, players will encounter a wide range of NPCs in their travels. There are around 100 detailed quest and merchant NPCs to interact with through traditional dialogue trees. Although <u>there are no specific dialogue skills or stat checks for dialogue (“we don’t want to deny players the opportunity to play the game as they want toâ€)</u>, Bradley promises the NPCs will have individual personalities and motivations... </blockquote>Hey, Dhruin, are you sure you've got the right Bradley? 'Cause this guy is an idiot. Don't use the phone book in the future.
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<blockquote>One of Dungeon Lords’ intriguing design decisions was to keep the main interface elements to an absolute minimum, with only a small health and experience bar on the playing screen. I asked Bradley about this design choice and whether players might feel they lacked valuable information. He responded that he didn’t want excess interface elements distracting players from immersion in the gameworld. “It’s all about what it’s like to feel you are in a fantasy worldâ€, he said. “The game is built so player’s don’t need too much extra informationâ€. </blockquote>I'm sure the most advanced dumbing down techniques were used to reach that effect.
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<a href=http://www.rpgdot.com>RPG Dot</a>'s <b>Dhruin</b> got stuck in an elevator with <b>DW Bradley</b> and asked him a few <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=1062>questions</a> about <a href=http://www.dungeonlordsgame.com>Dungeon Lords</a>. Unfortunately, the exact answers are so terrifying, they can never be revealed. Instead, we are offered an overview of the interview:
<br>
<br>
<blockquote>Naturally, players will encounter a wide range of NPCs in their travels. There are around 100 detailed quest and merchant NPCs to interact with through traditional dialogue trees. Although <u>there are no specific dialogue skills or stat checks for dialogue (“we don’t want to deny players the opportunity to play the game as they want toâ€)</u>, Bradley promises the NPCs will have individual personalities and motivations... </blockquote>Hey, Dhruin, are you sure you've got the right Bradley? 'Cause this guy is an idiot. Don't use the phone book in the future.
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<blockquote>One of Dungeon Lords’ intriguing design decisions was to keep the main interface elements to an absolute minimum, with only a small health and experience bar on the playing screen. I asked Bradley about this design choice and whether players might feel they lacked valuable information. He responded that he didn’t want excess interface elements distracting players from immersion in the gameworld. “It’s all about what it’s like to feel you are in a fantasy worldâ€, he said. “The game is built so player’s don’t need too much extra informationâ€. </blockquote>I'm sure the most advanced dumbing down techniques were used to reach that effect.
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