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- Jun 18, 2002
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Tags: Rise of the Argonauts
<a href="http://rpgvault.ign.com/articles/881/881815p1.html">RPGVault have thrown up an interview with Ed Del Castillo from Liquid Entertainment, makers of "Rise of the Argonauts"</a>. He says lots of fun stuff and invents some new words to boot:
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<blockquote>With Rise of the Argonauts, we wanted to switch combat over to a visceral experience. We feel the rest of the game has the cerebral side with the RPG choices your making. We wanted to stimulate both sides of you cranium. By making combat more action-oriented, we get your blood pumping a bit more, and get you a little more excited / nervous about the challenges ahead. Success will come from a combination of fighting skill and proper use of special abilities.
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So... we've done our best to throw everything on to the screen and into the world rather than require you to go into a menu every 105 seconds (on average) in order to get your full gameplay experience. Now, before some of you wiseacres pop off, yes, there are going to be menus in our game, but we've spent time figuring out how to minimize that for you. We've worked on ways to make choices faster and simpler so that you're not stuck in the middle of hostile territory trying to make the 500th spear you just picked up fit in your backpack.
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That's all we're trying to do here. Storyplaying. I want to give you a story to play, to be a part of, and to make your own... Something you can talk about with your friends. Something that might leave you with some lasting feelings or thoughts that you can take with you into your actual life. I know I'm shooting high. I've always believed that you need to in order to do something great. Look at Rise of the Argonauts as an experience rather than a feature set. Games are growing up and becoming more than just the sum of their parts.</blockquote>
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So, you still get to kill stuff, right?
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<br>
Spotted @ <a href="http://www.bluesnews.com">BluesNews</a>
<a href="http://rpgvault.ign.com/articles/881/881815p1.html">RPGVault have thrown up an interview with Ed Del Castillo from Liquid Entertainment, makers of "Rise of the Argonauts"</a>. He says lots of fun stuff and invents some new words to boot:
<br>
<blockquote>With Rise of the Argonauts, we wanted to switch combat over to a visceral experience. We feel the rest of the game has the cerebral side with the RPG choices your making. We wanted to stimulate both sides of you cranium. By making combat more action-oriented, we get your blood pumping a bit more, and get you a little more excited / nervous about the challenges ahead. Success will come from a combination of fighting skill and proper use of special abilities.
<br>
<br>
...
<br>
<br>
So... we've done our best to throw everything on to the screen and into the world rather than require you to go into a menu every 105 seconds (on average) in order to get your full gameplay experience. Now, before some of you wiseacres pop off, yes, there are going to be menus in our game, but we've spent time figuring out how to minimize that for you. We've worked on ways to make choices faster and simpler so that you're not stuck in the middle of hostile territory trying to make the 500th spear you just picked up fit in your backpack.
<br>
<br>
...
<br>
<br>
That's all we're trying to do here. Storyplaying. I want to give you a story to play, to be a part of, and to make your own... Something you can talk about with your friends. Something that might leave you with some lasting feelings or thoughts that you can take with you into your actual life. I know I'm shooting high. I've always believed that you need to in order to do something great. Look at Rise of the Argonauts as an experience rather than a feature set. Games are growing up and becoming more than just the sum of their parts.</blockquote>
<br>
So, you still get to kill stuff, right?
<br>
<br>
Spotted @ <a href="http://www.bluesnews.com">BluesNews</a>