Spazmo
Erudite
Tags: Gothic III; Piranha Bytes
<a href="http://www.rpgdot.com">RPGDot</a> have got a <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=1145>couple</a> <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=1144>features</a> up today about Gothic III, both from a big thing where the press got invited to the sound recording sessions for the game. Here's a blurb about what they're trying to do with this latest game in the series.<blockquote>Gothic 3 wants to get away from the adventure-like structure of the first two games. In them you had to do a lot of things in exactly the correct order to reach the next chapter. The developers strive to avoid this in Gothic 3, in favour of more options and more freedom for the player, for example by offering a pool of quests to choose from rather than forcing the player to pick a certain one.
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The game will be much more nonlinear than its predecessors. The main quest will be largely optional during most parts of game. Piranha Bytes wants to hit exactly the thin line on which the player _knows_ where to go to advance in the main quest but can choose to do many other things first, just because he prefers it that way.</blockquote>Well, the effort is surely appreciated, but there's a big difference between having bags of sidequests and having a non-linear plot--see Baldur's Gate II.
<a href="http://www.rpgdot.com">RPGDot</a> have got a <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=1145>couple</a> <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=1144>features</a> up today about Gothic III, both from a big thing where the press got invited to the sound recording sessions for the game. Here's a blurb about what they're trying to do with this latest game in the series.<blockquote>Gothic 3 wants to get away from the adventure-like structure of the first two games. In them you had to do a lot of things in exactly the correct order to reach the next chapter. The developers strive to avoid this in Gothic 3, in favour of more options and more freedom for the player, for example by offering a pool of quests to choose from rather than forcing the player to pick a certain one.
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The game will be much more nonlinear than its predecessors. The main quest will be largely optional during most parts of game. Piranha Bytes wants to hit exactly the thin line on which the player _knows_ where to go to advance in the main quest but can choose to do many other things first, just because he prefers it that way.</blockquote>Well, the effort is surely appreciated, but there's a big difference between having bags of sidequests and having a non-linear plot--see Baldur's Gate II.