poetic
Poetic
- Joined
- Apr 17, 2014
- Messages
- 195
V_K I may be wrong, but I gather your reaction means, it sounds just a little bit too good to be true? That's good feedback, if I understand it correctly.
I am the type of player that likes the character creation process above all else in a RPG, so I know the feeling of disappointment, when you spent hours balancing stats and making choices that you, once you start playing, realize didn't matter and were just flavor text. As a developer, it's one of the hardest things to pull off, but we are thinking from the get go about how choices in character creation matter further down the road.
I think our art shows, that we know how to achieve a lot with very little. We use the same smart systematic approach with our design and writing. The most important thing is we first developed, prototyped an reiterated the hell out of the ruleset, the numeric personality model. Than we wrote and re-wrote a few conflict scenes and identified the five resolution techniques that the ruleset supports. Only then did we start to write the story. So for each scene we already knew what smart options we want to support.
One thing that I should have stated above is that the main storyline favors width, depth and replayability, not length.
I am the type of player that likes the character creation process above all else in a RPG, so I know the feeling of disappointment, when you spent hours balancing stats and making choices that you, once you start playing, realize didn't matter and were just flavor text. As a developer, it's one of the hardest things to pull off, but we are thinking from the get go about how choices in character creation matter further down the road.
I think our art shows, that we know how to achieve a lot with very little. We use the same smart systematic approach with our design and writing. The most important thing is we first developed, prototyped an reiterated the hell out of the ruleset, the numeric personality model. Than we wrote and re-wrote a few conflict scenes and identified the five resolution techniques that the ruleset supports. Only then did we start to write the story. So for each scene we already knew what smart options we want to support.
One thing that I should have stated above is that the main storyline favors width, depth and replayability, not length.
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