Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Flagship Studios; Hellgate: London
<a href=http://www.gamecloud.com>Game Cloud</a> - how do they come up with these names? - has scored a <a href=http://www.gamecloud.com/article.php?article_id=22>short interview</a> with Flagship's <b>Dave Brevik</b> about Hellgate, the rogue-like supreme.
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<blockquote>Why was the decision made to make the game have a first person viewpoint, especially since its pretty much a straight RPG in terms of game design?
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There were several reasons behind this decision. First, the team wanted a new challenge and first person was something that almost all of us had not done before. We saw it as a great design, art, and programming challenge and so it interested us from the start. Second, we feel that the perspective is much more immersive. You get more of a sense of role-playing. You are the person in the world instead of you are commanding an avatar in the world. We wanted to remove that disconnect so the quests and the experience felt more personal.</blockquote>
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Sounds like another brave attempt to push the genre forward
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<br>
<br>
<br>
Spotted at: <A HREF="http://www.nma-fallout.com">NMA</A>
<a href=http://www.gamecloud.com>Game Cloud</a> - how do they come up with these names? - has scored a <a href=http://www.gamecloud.com/article.php?article_id=22>short interview</a> with Flagship's <b>Dave Brevik</b> about Hellgate, the rogue-like supreme.
<br>
<br>
<blockquote>Why was the decision made to make the game have a first person viewpoint, especially since its pretty much a straight RPG in terms of game design?
<br>
<br>
There were several reasons behind this decision. First, the team wanted a new challenge and first person was something that almost all of us had not done before. We saw it as a great design, art, and programming challenge and so it interested us from the start. Second, we feel that the perspective is much more immersive. You get more of a sense of role-playing. You are the person in the world instead of you are commanding an avatar in the world. We wanted to remove that disconnect so the quests and the experience felt more personal.</blockquote>
<br>
Sounds like another brave attempt to push the genre forward
<br>
<br>
<br>
<br>
Spotted at: <A HREF="http://www.nma-fallout.com">NMA</A>