Dhruin
December 23rd, 2006, 03:15
Spanish site Clan DLan has an interview (http://www.clandlan.net/index.php?page=entrevistas/jcompton-16-10-06_en) with Planewalker's Jason Compton on The Broken Hourglass:
P and I - We understand that The Broken Hourglass will be based in PC-NPC interaction as opposed of fighting against monsters. What is your goal by this?
JC - To be clear, both dialogue and combat are important aspects of the game--you will have to fight to survive and triumph in this game, make no mistake. But we are focusing a great deal of attention on story and character interaction, particularly between the PC and joinable NPCs, yes. Relationships, whether friendly, romantic, or antagonistic, between two or more people working in a group are a great storytelling resource.
Having strong characters with strong personalities is a huge opportunity--and frankly it is an area of game development where having the shiniest technology does not make you the winner, providing us a nice level playing field to compete with the "AAA titles" on.
So if I had to state a "goal" for character interaction, it would be that we want to create a game that makes players care as much about _who_ is involved with the plot as they do about _what_ those characters do to advance the plot.
More information. (http://www.rpgwatch.com/show/newsbit?newsbit=3283)
P and I - We understand that The Broken Hourglass will be based in PC-NPC interaction as opposed of fighting against monsters. What is your goal by this?
JC - To be clear, both dialogue and combat are important aspects of the game--you will have to fight to survive and triumph in this game, make no mistake. But we are focusing a great deal of attention on story and character interaction, particularly between the PC and joinable NPCs, yes. Relationships, whether friendly, romantic, or antagonistic, between two or more people working in a group are a great storytelling resource.
Having strong characters with strong personalities is a huge opportunity--and frankly it is an area of game development where having the shiniest technology does not make you the winner, providing us a nice level playing field to compete with the "AAA titles" on.
So if I had to state a "goal" for character interaction, it would be that we want to create a game that makes players care as much about _who_ is involved with the plot as they do about _what_ those characters do to advance the plot.
More information. (http://www.rpgwatch.com/show/newsbit?newsbit=3283)