Tags: Dungeon Siege 2; Gas Powered Games
<b>Chris Taylor</b> of <A href="http://www.gaspowered.com/index.php">Gas Powered Games</a> has given an <A href="http://www.cgonline.com/content/view/577/2/">interview</a> to the nice folks over at <A href="http://www.cgonline.com/">Computer Games Online</a>. It's about <A href="http://www.gaspowered.com/ds2/news.php">Dungeon Siege II</a>, in case you're wondering. Anyway, about goals:
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<blockquote><b>Computer Games - When the time came to create the sequel, what were the development team's main goals?
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Chris Taylor</b> – The number one goal was a deeper and more engaging story and, with that, we wanted to make the characters in the world more interesting, with history and back-story that would unfold as the game is played. Overall we wanted to maintain many of the goals we had in the original Dungeon Siege - an easy to learn interface, a graphically rich world that used state-of-the-art rendering techniques ("shaders", for example) and special effects, and our seamless world-loading technology that eliminates loading screens. We really couldn’t stop at just a few goals, so we pretty much touched every aspect of the game to notch it up two levels from where the original DS was.</blockquote>
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More loftier goals this time, please.
<br>
<br>
Spotted at: <A HREF="http://www.bluesnews.com">Blue's News</A>
<b>Chris Taylor</b> of <A href="http://www.gaspowered.com/index.php">Gas Powered Games</a> has given an <A href="http://www.cgonline.com/content/view/577/2/">interview</a> to the nice folks over at <A href="http://www.cgonline.com/">Computer Games Online</a>. It's about <A href="http://www.gaspowered.com/ds2/news.php">Dungeon Siege II</a>, in case you're wondering. Anyway, about goals:
<br>
<br>
<blockquote><b>Computer Games - When the time came to create the sequel, what were the development team's main goals?
<br>
<br>
Chris Taylor</b> – The number one goal was a deeper and more engaging story and, with that, we wanted to make the characters in the world more interesting, with history and back-story that would unfold as the game is played. Overall we wanted to maintain many of the goals we had in the original Dungeon Siege - an easy to learn interface, a graphically rich world that used state-of-the-art rendering techniques ("shaders", for example) and special effects, and our seamless world-loading technology that eliminates loading screens. We really couldn’t stop at just a few goals, so we pretty much touched every aspect of the game to notch it up two levels from where the original DS was.</blockquote>
<br>
More loftier goals this time, please.
<br>
<br>
Spotted at: <A HREF="http://www.bluesnews.com">Blue's News</A>