RE
Huh, enough questions for an entire interview... :wink:
>1) Are there any parts or features in the world which will be handcrafted besides the >tilesets?
Yes, for example the downtown part of the city where you start a new life is entirely build with a map editor. There are also scripted events - some are "small" (like in Halflife) others nearly have the character of in-game cutscenes. I´m not sure in which way features can´t be handcrafted - maybe you can explain this a little?
>2) How will you ensure that the world has the intimate feel of a handcrafted area? >Diablo did this with static quest areas such as the Chamber of Bone...but since your >quests are randomly generated, you seem to have a much different take on this aspect >of the game. Also, how will you add visual variety to the world's scenery so the whole >quest doesn't feel like one gigantic romp through an industrial complex?
A very important point. The missions of the main storyline are more or less fixed as otherwise there couldn´t be a real storyline, but subquest are independent and can therefore be like they want. The parameters for one and the same main story mission are always the same, for example "it´s easy, the buidling is a large underground shelter, the quest objective is a prototype of a new plasma rifle". However, the game interprets this parameters always different - easy can mean a few strong enemies or a lot of weak ones, large can mean 3 large floors or 8 small ones and so on.
As it wouldn´t be very interesting to run always though more or less the same buildings the areas are very different. Some look like industrial buildings, others more like space stations, secret labs or neo-gothic with statues ("Quake 3"-style) etc. - and all areas have different special effects.
Of course it´s not easy, but otherwise it would be boring to create it :wink:
>3) Will any of the biomods/implants add any special abilities such as spells/skills to the >player character?
Yes, for example we have implantats called "Skillwire" which, if activated, override your own abilities in a certain skill. So if the "tinned" skill is better than your real skill it´s a good choice.
>4) Will equipment be randomly generated in the manner of Diablo? Will there be "unique >items" in the game?
Yes and yes. We call these unique items "protoytypes" and so most are very effective but some have also flaws. However, it´s fun to have red plasmaballs when all others have blue ones...
>5) How diverse are the random quests? Are they all of the "Fed Ex" variety, or do you >have a method of making them interesting and unique?
There are several sorts of quests but even I don´t know how diverse it will feel in the end. I guess it´s better to say this that to promise anything I really can´t be sure of yet. However, I am pretty sure that we will find a way to make them always interesting...
>6) Last question. Roughly how long will it take to completely explore an area? Will it be >a short adventure for each new area such as in the original Unreal, or will it takes days >on end to explore an area such as in Daggerfall? Is there any standardized size for the >levels, or is level size also random?
As I mentioned before the level size is also random - between certain limits of course. To be true I have no idea how long it will really take to explore one area, but if I shall guess I would say between 15 minutes and 2 hours - not days.
>Also, I would be interested in hearing which games have had the most influence on >your design besides Diablo II and Deus Ex (obviously...). Have your team members >worked on any games that I would know before they came together to work on this >project?
In fact I played not even though the first mission of Deus Ex although I like the concept of the game very much - the reason is I don´t like sneaky tactic shooters.
Most influence didn´t came from other PC Games, but from movies like Matrix and Bladerunner as well as pen-and-paper RPGs like Shadowrun and Cyberpunk. Howeverm technical Influence came from a very interesting source - I admire id software´s games for their graphical tricks, so even Quake 3 had some impact.
Our core team works together since 13 years which results in large experience and a good understanding of each other. However, in the past we worked as distributors, developed budget- and shareware games and most recently game technology for other developers so I guess there isn´t anything you might now. If you really want to go for an arcade shareware game check out 'Krakout Unlimited 2' (
www.krakout.com). It already has random levels, but I guess that´s the only thing it has in common with RA... :wink: [/quote]