Sol Invictus
Erudite
Tags: Dungeon Siege 2; Gas Powered Games
An <a href=http://articles.filefront.com/Dungeon_Siege_2_Interview/;591;;;/article.html>interview with Dungeon Siege 2</a> lead designer Kevin Lambert is available at FileFront, with details about the hack & slash action RPG sequel and a closer look into the progress of the game's development.
<br>
<blockquote>Q: <b>What are the main differences in gameplay from Dungeon Siege to Dungeon Siege 2?</b>
<br>
<br>
A: The main difference in DS2 is that we wanted to give the players a lot more to do – specifically a lot more choices to make. To that end, we’ve added things like skill trees & powers, pets and more interesting party members, items that can be enchanted by players using special reagents, and branching dialogue choices, just to name a few. Another major difference is that we made what we feel is a really great decision to move the combat farther away from full automation and instead we put a lot more action in the hands of the player.
<br>
<br>
Q: <b>In the original Dungeon Siege, party AI was such that the game sometimes felt as though the player wasn’t really needed, and the game could just play itself. Will this change in Dungeon Siege 2?</b>
<br>
<br>
A: Absolutely. I feel like one of our best decisions with DS2 was to make the party more dependant on the player’s action. Players will have full control over a single character and that character will not act without receiving commands from the player. The rest of the party can be set to one of a few simple behavior settings so players can also maintain lateral control over the rest of the party at all times.
<br>
</blockquote>
<br>
Hopefully, Gas Powered Games has learned from the mistakes they made during the development of Dungeon Siege. From the interview, all indications point towards a more interactive experience.
An <a href=http://articles.filefront.com/Dungeon_Siege_2_Interview/;591;;;/article.html>interview with Dungeon Siege 2</a> lead designer Kevin Lambert is available at FileFront, with details about the hack & slash action RPG sequel and a closer look into the progress of the game's development.
<br>
<blockquote>Q: <b>What are the main differences in gameplay from Dungeon Siege to Dungeon Siege 2?</b>
<br>
<br>
A: The main difference in DS2 is that we wanted to give the players a lot more to do – specifically a lot more choices to make. To that end, we’ve added things like skill trees & powers, pets and more interesting party members, items that can be enchanted by players using special reagents, and branching dialogue choices, just to name a few. Another major difference is that we made what we feel is a really great decision to move the combat farther away from full automation and instead we put a lot more action in the hands of the player.
<br>
<br>
Q: <b>In the original Dungeon Siege, party AI was such that the game sometimes felt as though the player wasn’t really needed, and the game could just play itself. Will this change in Dungeon Siege 2?</b>
<br>
<br>
A: Absolutely. I feel like one of our best decisions with DS2 was to make the party more dependant on the player’s action. Players will have full control over a single character and that character will not act without receiving commands from the player. The rest of the party can be set to one of a few simple behavior settings so players can also maintain lateral control over the rest of the party at all times.
<br>
</blockquote>
<br>
Hopefully, Gas Powered Games has learned from the mistakes they made during the development of Dungeon Siege. From the interview, all indications point towards a more interactive experience.