Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Iron Lore; Titan Quest
<a href=http://rpgvault.ign.com>RPG Vault</a> has posted the second part of the <a href=http://rpgvault.ign.com/articles/655/655283p1.html>interview</a> with Brian Sullivan and Arthur Bruno, Lead Designers of <a href=http://www.titanquestgame.com/>Titan Quest</a>, the newest action RPG set in the ancient Greek mythology. There are 2 nice looking exclusive screens, so do take a look.
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<blockquote><b>What kind of magic system have you created for Titan Quest? Does it incorporate various classes or schools, and is casting tied to mana, scrolls or anything else?</b>
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Magic in Titan Quest comes in the form of "skills" and is relatively all encompassing. Skills range from impressive melee maneuvers found on the Warfare, Stealth, Defense and Hunting skill sets (mini-classes) to more traditional magic found on the Storm, Earth, Spirit, and Nature skill sets. Each skill set will have 16 or more base skills and modifiers. Base skills give the player different abilities that are never replaced by similar higher-level abilities. Each base skill will allow you to do something new, and many of them will have modifier skills that add special properties and increase the overall power of the skill.
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<b>Given that many RPG fans enjoy collecting loot, what would you like our readers to know about this aspect of your game design?</b>
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Our goal is to really push the core gameplay that makes RPGs great and we certainly haven't neglected the loot! One thing that always seemed frustrating in RPGs was seeing loot you couldn't get your hands on. You know what I'm talking about... that guy wearing mithril field plate armor you just killed who, even in death, won't give it up or the swarm of hornets that mysteriously dropped a halberd.</blockquote>
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I'm getting used to all those gameplay pushing, genre defining and re-defining comments, and if Iron Lore manages to give us a better Diablo game for mindless fun, I'll be happy.
<br>
<br>
<br>
<a href=http://rpgvault.ign.com>RPG Vault</a> has posted the second part of the <a href=http://rpgvault.ign.com/articles/655/655283p1.html>interview</a> with Brian Sullivan and Arthur Bruno, Lead Designers of <a href=http://www.titanquestgame.com/>Titan Quest</a>, the newest action RPG set in the ancient Greek mythology. There are 2 nice looking exclusive screens, so do take a look.
<br>
<br>
<blockquote><b>What kind of magic system have you created for Titan Quest? Does it incorporate various classes or schools, and is casting tied to mana, scrolls or anything else?</b>
<br>
<br>
Magic in Titan Quest comes in the form of "skills" and is relatively all encompassing. Skills range from impressive melee maneuvers found on the Warfare, Stealth, Defense and Hunting skill sets (mini-classes) to more traditional magic found on the Storm, Earth, Spirit, and Nature skill sets. Each skill set will have 16 or more base skills and modifiers. Base skills give the player different abilities that are never replaced by similar higher-level abilities. Each base skill will allow you to do something new, and many of them will have modifier skills that add special properties and increase the overall power of the skill.
<br>
<br>
<b>Given that many RPG fans enjoy collecting loot, what would you like our readers to know about this aspect of your game design?</b>
<br>
<br>
Our goal is to really push the core gameplay that makes RPGs great and we certainly haven't neglected the loot! One thing that always seemed frustrating in RPGs was seeing loot you couldn't get your hands on. You know what I'm talking about... that guy wearing mithril field plate armor you just killed who, even in death, won't give it up or the swarm of hornets that mysteriously dropped a halberd.</blockquote>
<br>
I'm getting used to all those gameplay pushing, genre defining and re-defining comments, and if Iron Lore manages to give us a better Diablo game for mindless fun, I'll be happy.
<br>
<br>
<br>