Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Game News Guido Henkel's Deathfire will be an INTENSE blobber

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,624
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Deathfire; G3 Studios; Guido Henkel

Over at his blog, Guido Henkel has more to say about his upcoming "in your face" real time first person RPG, Deathfire. As some of you may have guessed, it's going to be a blobber. Guido cites Dungeon Master and Wizardry as influences, but plans to take things one step further:

Running in a first-person view, it is a party-based real-time role-playing game with a focus on the story. It is not an open world design. Instead, it is very focused to create maximum impact for the player. Therefore, we will very tightly control the environment the player moves through so that we can manipulate it as best as possible. This also means that it is a stepped role-playing game, by which I mean that there will be no free roaming the 3D environment. The player will take one step at a time as he explores the world. Not only does this help us to maintain a high level of quality in the overall experience, but it is in many ways also more reminiscent of many traditional pen&paper games where you’d use graph paper to map out the game.​

When we think of first-person stepped role-playing games, two candidates come to mind, immediately, I think. The first one is Dungeon Master, the granddaddy of all real-time first-person roleplaying games, and the second one would be the games in the Wizardry series. Deathfire will be like neither of them. It will be so much more. It will be as gripping as Dungeon Master – or Grimrock if you’re not old enough to have played the original Dungeon Master upon which it was based – but it will have the depth of a real role-playing game, putting it more in line with the Wizardry games, perhaps. It will be a completely amped up affair. It will be more intense and deeper than either of these games. We have completed the character system design at this point and I can tell you that there are enough character attributes and stats to rival the Realms of Arkania games. Well, not exactly, but we’re not too far away from its depth. Our intentions are to push the envelope on what has been done with stepped role-playing games in the past. I feel that there is a huge untapped potential how that gaming experience can be enhanced.​

Think of it this way, if there’s an earthquake, in most stepped genre games you would see the screen shake and that’s about it. In the case of Deathfire, I want this to become a much more gripping event where you will see rocks shake loose, where dust clouds will form and debris will rain down from the ceiling. Characters will react to it, voice their disapproval and fear, based on their stats, or urge the others to move along before everything caves in. On the whole, I want it to become an experience that is every bit as vibrant and alive as it is dangerous and adventurous.​

INTENSE!
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,624
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Call of Duty: Fantasy Warfare.

XfmQ7.jpg
x9YDd.jpg


http://www.rpgcodex.net/forums/inde...pg-with-cryengine-3.69258/page-2#post-2024132
 

Dyskolos

Cipher
Joined
Apr 19, 2006
Messages
571
Location
Eumeswil
When we think of first-person stepped role-playing games, two candidates come to mind, immediately, I think. The first one is Dungeon Master, the granddaddy of all real-time first-person roleplaying games, and the second one would be the games in the Wizardry series. Deathfire will be like neither of them

Didn't seem necessary to read beyond this point
 

felipepepe

Codex's Heretic
Patron
Joined
Feb 2, 2007
Messages
17,310
Location
Terra da Garoa
Think of it this way, if there’s an earthquake, in most stepped genre games you would see the screen shake and that’s about it. In the case of Deathfire, I want this to become a much more gripping event where you will see rocks shake loose, where dust clouds will form and debris will rain down from the ceiling. Characters will react to it, voice their disapproval and fear, based on their stats, or urge the others to move along before everything caves in.
And all that tightly scripted, while Wizardry 8 had that going on a open-world 12 years ago... such is the evolution of the genre... :(
 
Joined
May 18, 2009
Messages
513
While I'd prefer a proper Realms of Arkania treatment, I'm not going to say no to a good real-time blobber, either (especially should the skill system turn out to be as complex as promised). It's still much too early to tell, but if Guido does this right, I'm in.
 

evdk

comrade troglodyte :M
Patron
Joined
Mar 31, 2004
Messages
11,292
Location
Corona regni Bohemiae
Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
RT blobber? I'm a fan of the genre, so good for me, but so not what I've expected from this. Frankly, coming from Henkel it's a bit of a letdown. He should leave the popamole to other people IMHO.
 

Euth

Novice
Joined
Dec 1, 2012
Messages
3
His description of the game sounds like a vaporware pitch that some starry-eyed teener would write on an angelfire page.
 

Wizfall

Cipher
Joined
Oct 3, 2012
Messages
816
Wonder what his thoughts about combat mambo are on this. ugh.
My thought too.
As far as i know not anything really strategic/deep about a RT blobber.
Just the mambo.
Not that it can't be fun but i would rather like a PB blobber.
And would be surprising if he comes with a better blobber system than w8.
I don't mind the "not open world thing"too much, still better than sandbox design.
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,422
Location
The Crystal Mist Mountains
When discussing real-time party-based first person dungeon crawlers, the correct analogy or point of reference is Eye of the Beholder. I guess I could live with that, but...

RoA was turn-based. Why is Henkel afraid of turn-based combat?
 

Charles-cgr

OlderBytes
Developer
Joined
Mar 13, 2010
Messages
984
Project: Eternity
Does he explicitly say that combat will be RT though? Could be just exploration with optional TB in combat like MMVI.

Note that I didn't read the whole page.

Edit:

RoA was turn-based. Why is Henkel afraid of turn-based combat?
He's probably afraid of failing again so is playing safe by cloning the fairly successful Legend of Grimrock.
Not really. It won't be step based. Sounds like MMVI or Wiz8.
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,422
Location
The Crystal Mist Mountains
Excidium, that's what it sounds like. There are some things he could do that might give this project some appeal to me. We'll see if the character development system is truly as deep as what he is suggesting. I'll be interested in his choice of setting as well.

And Charles, I really don't see him implementing a TB mode at all, even as a hybrid.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,624
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Does he explicitly say that combat will be RT though? Could be just exploration with optional TB in combat like MMVI.

Like reading a good thriller, my idea is to create a real-time game in which the player is fully invested, where he feels the environment, where he feels the pressure, the suspense and the menace. It may not give the player the opportunity to strategize and analyze a situation in too much detail before an ogre’s spiked club comes smashing down on his head. Instead, it replaces the moment with an incredibly visceral experience that can range from startling the player all the way to downright frightening him when foreshadowed properly.

:lol:

Not really. It won't be step based. Sounds like MMVI or Wiz8.

Read OP again:

This also means that it is a stepped role-playing game, by which I mean that there will be no free roaming the 3D environment. The player will take one step at a time as he explores the world.
 

Charles-cgr

OlderBytes
Developer
Joined
Mar 13, 2010
Messages
984
Project: Eternity
Dorateen But that would be kind of dumb. It can't be that hard to add the option to please both crowds and he's going a bit hardcore with it being party based in the first place.
 

Charles-cgr

OlderBytes
Developer
Joined
Mar 13, 2010
Messages
984
Project: Eternity
Note to self: refrain from writing before reading fully. Will get back to work now ;)
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom