Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Drakensang
<a href=http://www.rpgdot.com>RPG Dot</a> has scored an <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=1228&sid=eb63ea39e75d0427991ea8d96101f3f3>interview</a> with <a href=http://www.radonlabs.de/>Radon Labs</a>, a large German studio known for many unknown projects and recently announced Das Schwarze Auge: Drakensang, the REAL rpg.
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<blockquote><b>Can you summarize Drakensang and the gameplay it will offer?</b>
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The most telling description of DSA: DRAKENSANG might be something like Baldur's Gate in 3D, but based on The Dark Eye, Germany's biggest RPG system. This means: classic party-based RPG, no irritating button mashing, but tactical, pausable combat, a skill-based dynamic dialogue system, unique characters and an epic story as a primary element. All this set against the backdrop of a classic low fantasy world with elves, dwarfs, orcs - definitely no spaceships and time travel, but an almost historical and very deep medieval world.
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<b>You described Drakensang as a "Baldur's Gate in 3D", which actually sounds quite different to the previous Arkania titles. What features from Baldur's Gate do you want to emulate and why?</b>
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We once again wanted to develop a "REAL role-playing game", which means a party with characters that are funny and worth remembering, pausable combat that is rooted in a turn-based system, multiple-choice dialogues, extensive inventory management and a beautiful and believable world.
<br>
<br>
We do want to modernize and speed up the combat though, which has too often become bogged down throughout the years. While we do have a pause function that you can use at any time, be it to switch weapons or to take a potion, our aim is for the player to have to use it as little as possible. In order to achieve this we're refining gameplay with such things as special party moves, quick shots and of course a well thought-out interface that offers the player precise feedback at all times.</blockquote>That certainly sucks. Oh well...
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Here is a brief overview of the rest:
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<blockquote>Aventuria is a classic fantasy world: elves who live in harmony with nature and work strange magic, grumbly dwarves that are as proficient with the wrought iron...
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Dialogues are a vital part of the gameplay. ... On the other hand, we don't want to force the player to plough through page after page of text in order to be able to follow the plot. We want to put an emphasis on short and vibrant dialogues.
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<br>
The main quest is mostly linear...
<br>
<br>
<u>We feel that a purely turn-based system only addresses a minority of today's RPG audience. For that reason we are trying to make combat more fluent - as has been done in Baldur's Gate - and make it a special experience with brilliant animations, crisp sounds and graphics effects...</u></blockquote>Lovely.
<br>
<br>
<a href=http://www.rpgdot.com>RPG Dot</a> has scored an <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=1228&sid=eb63ea39e75d0427991ea8d96101f3f3>interview</a> with <a href=http://www.radonlabs.de/>Radon Labs</a>, a large German studio known for many unknown projects and recently announced Das Schwarze Auge: Drakensang, the REAL rpg.
<br>
<br>
<blockquote><b>Can you summarize Drakensang and the gameplay it will offer?</b>
<br>
<br>
The most telling description of DSA: DRAKENSANG might be something like Baldur's Gate in 3D, but based on The Dark Eye, Germany's biggest RPG system. This means: classic party-based RPG, no irritating button mashing, but tactical, pausable combat, a skill-based dynamic dialogue system, unique characters and an epic story as a primary element. All this set against the backdrop of a classic low fantasy world with elves, dwarfs, orcs - definitely no spaceships and time travel, but an almost historical and very deep medieval world.
<br>
<br>
<b>You described Drakensang as a "Baldur's Gate in 3D", which actually sounds quite different to the previous Arkania titles. What features from Baldur's Gate do you want to emulate and why?</b>
<br>
<br>
We once again wanted to develop a "REAL role-playing game", which means a party with characters that are funny and worth remembering, pausable combat that is rooted in a turn-based system, multiple-choice dialogues, extensive inventory management and a beautiful and believable world.
<br>
<br>
We do want to modernize and speed up the combat though, which has too often become bogged down throughout the years. While we do have a pause function that you can use at any time, be it to switch weapons or to take a potion, our aim is for the player to have to use it as little as possible. In order to achieve this we're refining gameplay with such things as special party moves, quick shots and of course a well thought-out interface that offers the player precise feedback at all times.</blockquote>That certainly sucks. Oh well...
<br>
<br>
Here is a brief overview of the rest:
<br>
<br>
<blockquote>Aventuria is a classic fantasy world: elves who live in harmony with nature and work strange magic, grumbly dwarves that are as proficient with the wrought iron...
<br>
<br>
Dialogues are a vital part of the gameplay. ... On the other hand, we don't want to force the player to plough through page after page of text in order to be able to follow the plot. We want to put an emphasis on short and vibrant dialogues.
<br>
<br>
The main quest is mostly linear...
<br>
<br>
<u>We feel that a purely turn-based system only addresses a minority of today's RPG audience. For that reason we are trying to make combat more fluent - as has been done in Baldur's Gate - and make it a special experience with brilliant animations, crisp sounds and graphics effects...</u></blockquote>Lovely.
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