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.

Interview Kult interview at RPG Dot

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Tags: 3D People; Kult: Heretic Kingdoms

<a href=http://www.rpgdot.com>RPG Dot</a> posted an <a href=http://www.rpgdot.com/index.php?hsaction=10053&ID=945>interview</a> with <a href=http://www.3dpeople.de>3D People</a> about their upcoming fantasy RPG, <a href=http://www.kult.3dpeople.de>Kult: Heretic Kingdoms</a>
<br>
<br>
<blockquote><i>How important are non-combat skills to the gameplay? Are there any speech or diplomacy skills, for example? </i>
<br>
<br>
Richard: In order to keep the story tight, character based skills have been omitted. This is not to say that diplomacy isn’t important, however – players will have many choices to make throughout the game, as to which allies they side with and which enemies they make. We prefer to put the player in control of the diplomacy aspects, rather than have a skills system make certain routes impossible under arbitrary circumstances.
<br>
<br>
Jan: Kult is an action-oriented game, at heart. The Attunements system has been designed to give players maximum choice, and a high level of strategy and fun within the combat elements, and so non-combat skills are of lesser importance.
<br>
<br>
Chris: It’s worth noting than in games with a fixed Diplomacy skill, this can limit player flexibility – as this usually restricts conversation options unless the player gives up other advantages to invest in the Diplomacy skill. We’ve preferred to create variety in the dialogue space as a result of the player’s choices and actions – this is closer to how this sort of thing works in many tabletop RPG systems. Resolving interpersonal situations by the equivalent of a die roll can be very unsatisfying.</blockquote>I can understand why developers choose to simplify gameplay, but why do they have to give us some lame justifications?
<br>
<br>
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Decisions? Maybe, that depends. Justifications? Yes, absolutely.
 
Joined
Mar 31, 2004
Messages
1,585
Location
Galway
Isn't the fact that you have to sacrifice other skills to get better diplomacy at the very heart of roleplaying. You can't be an incredibly powerful warrior and an elite diplomat or then what the hell is the point of character development. I like the way games restrict your conversation trees based on development choices it allows you a very real view of how your development affects your characters interaction with the world.

Those excuses really annoy me......
 

Voss

Erudite
Joined
Jun 25, 2003
Messages
1,770
But... skills restrict character development. If you can't have them all, you can't play the Uber-Munchkin of DOOOM!

And, b'gods, we can't have that.

:lol:
 

Ortchel

Liturgist
Joined
Apr 11, 2004
Messages
830
Just one more upcoming 'RPG' I no longer have to give a shit about ..
 

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,044
Location
Behind you.
Elvander said:
Isn't the fact that you have to sacrifice other skills to get better diplomacy at the very heart of roleplaying. You can't be an incredibly powerful warrior and an elite diplomat or then what the hell is the point of character development. I like the way games restrict your conversation trees based on development choices it allows you a very real view of how your development affects your characters interaction with the world.

Those excuses really annoy me......

That's pretty much what I thought when I read the answer. Giving up the ability to fight through all situations in exchange for the ability to work things out in another way, by dialogue, seems like a perfect trade off.

It sounds to me like they're making a system where the dialogue is based on other skills, like if you have killed the last ten monsters with your glowing claymore of doom and your high sword skill, when asked to do a quest, your character will say, I'll kill them with my SWORD! instead of I'll fry them with my uber magic skills! Yeah, that's great, guys.
 

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