Spazmo
Erudite
Tags: Dungeon Siege 2; Gas Powered Games
<a href=http://www.armchairempire.com>Armchair Empire</a> got some time with a preview build of the upcoming Dungeon Siege II and wrote up a <a href=http://www.armchairempire.com/Previews/PCGames/dungeon-siege-2.htm>preview</a> based on their experiences.<blockquote>These aspects while perhaps a little bit silly when explained within the confines of the game's reality, are well integrated to keep alive the spirit of the action oriented game play. For instance, you can't simply load up a game when you die. Each gaming session you play is saved when you exit the game. There is even a point in the story where it is made explicitly clear that restarting your PC after dying still won't help you. However the off-setting positive side to this is that the designers have made it easy to get back to where you were going and to get your equipment back. After you die, you are sent back to a safe area where you start without any of your equipment. You can go directly back to where you were killed by paying someone to teleport you there. How this actually feels when playing the game, and how it will be accepted by gamers remains to be seen, however I do find it intriguing to see a developer make a specific design decision to enforce the reality that they have created within the context of the game's world.</blockquote>They could have just said "like Diablo." It's probably the central design principle for most action RPGs anyways.
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Spotted at: <A HREF="http://www.rpgdot.com">RPGDot</A>
<a href=http://www.armchairempire.com>Armchair Empire</a> got some time with a preview build of the upcoming Dungeon Siege II and wrote up a <a href=http://www.armchairempire.com/Previews/PCGames/dungeon-siege-2.htm>preview</a> based on their experiences.<blockquote>These aspects while perhaps a little bit silly when explained within the confines of the game's reality, are well integrated to keep alive the spirit of the action oriented game play. For instance, you can't simply load up a game when you die. Each gaming session you play is saved when you exit the game. There is even a point in the story where it is made explicitly clear that restarting your PC after dying still won't help you. However the off-setting positive side to this is that the designers have made it easy to get back to where you were going and to get your equipment back. After you die, you are sent back to a safe area where you start without any of your equipment. You can go directly back to where you were killed by paying someone to teleport you there. How this actually feels when playing the game, and how it will be accepted by gamers remains to be seen, however I do find it intriguing to see a developer make a specific design decision to enforce the reality that they have created within the context of the game's world.</blockquote>They could have just said "like Diablo." It's probably the central design principle for most action RPGs anyways.
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Spotted at: <A HREF="http://www.rpgdot.com">RPGDot</A>