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-   -   Kingdom Come - Interview @ Worldsfactory (http://www.rpgwatch.com/forums/showthread.php?t=24195)

Couchpotato May 3rd, 2014 03:06

Kingdom Come - Interview @ Worldsfactory
 
Worldsfactory had the chance to interview Warhorse Studios,and ask a few questions about their current game Kingdom Come: Deliverance.

Quote:

You mentioned that the world will be approximately large 9 km², containing ďa sprawling city, vast forests, majestic castles, and dozens of villages and hamlets devastated by warĒ. However, the number seems fairly small when compared to other popular open world RPGs such as Oblivion or Skyrim, which are roughly four times that large; donít you fear that locations will be a bit too close to each other?

Very good question, we were surprised by the numbers of other games as well :-) We tried a scientific approach and moved with a character from north to south in Oblivion. The run from the top of the map to the bottom took about 7 minutes. In Kingdom Come: Deliverance it took 7 minutes to run from the city to stable, which is about 1.5 km. The problem is probably in the scale and faster running. So the result is that you donít have to be afraid of small space. You can get lost in the woods easily :-)

How advanced is the AI system for noticing crimes? Iím kind of tired to either be able to steal anything without repercussions or to be captured by omniscient guards who had no chance of discovering the player character. Also, is it possible to escape out of jail and if so, will the player character be hunted across the land?


We have very advanced AI implemented in the game. Every guard has its own track to follow, of course they can see only in the line of sight and they sometimes need a break. So you can watch them and wait for the break or make some false alarm on the other side of a village to wile them of your way to loot. If you are seen, you will be probably attacked and then put in jail. Our crime system also counts with situations where nobody knows who is the criminal and the punishment is not only in the fine and jail, there is also some real punishment, but we will disclose this later.


Will there be companions to aid the player character in certain combat situations and if so, are they customizable and/or is it possible to give them orders during fights?


Sometimes you will have to fight with more opponents and there could be someone to help you. But I wouldnít call them companions. NPC in Kingdom Come: Deliverance have their own lives and they donít want to join you on your dangerous quest :-) You can be accompanied by a dog on the other hand!


More information.

Xian May 3rd, 2014 03:06

Hadn't heard of this one, but it certainly looks interesting. I am always open for a new open world RPG.

Santos May 3rd, 2014 05:47

"Our crime system also counts with situations where nobody knows who is the criminal"

Anyone follow that?

jhwisner May 3rd, 2014 13:37

Quote:

Originally Posted by Santos (Post 1061251437)
"Our crime system also counts with situations where nobody knows who is the criminal"

Anyone follow that?

That the system handles crimes happening, but with nobody getting caught, as still having some sort of impact? I'm guessing that means it tracks and handles uncaught crimes as having some sort of impact - ie you murder a bunch of people in a modest sized village and then townspeople start frightfully discussing the murderer on the loose and the guard+local lord's inability to protect them from him? That would be awesome and probably the most interesting crime mechanic in a game in a long time; but my interpretation is likely more ambitious than what they mean or at might be able to pull off. I hope it's not though.

Santos May 3rd, 2014 19:20

Sounds promising; hope you're on the right track.

ChienAboyeur May 4th, 2014 08:52

More than an immersion trick, the crime count might relate to the level of alertness of guards. High level of crimes, high alertness. It follows the depiction made earlier in the interview.

Quote:

We tried a scientific approach and moved with a character from north to south in Oblivion. The run from the top of the map to the bottom took about 7 minutes. In Kingdom Come: Deliverance it took 7 minutes to run from the city to stable, which is about 1.5 km. The problem is probably in the scale and faster running.
Real time does not matter. What matters, the ingame time. Crossing Skyrim along a diagonal takes something like two full ingame days.
This is what matters in terms of gameplay.

tomasp3n May 4th, 2014 11:23

Quote:

Originally Posted by ChienAboyeur (Post 1061251585)
Real time does not matter. What matters, the ingame time. Crossing Skyrim along a diagonal takes something like two full ingame days.
This is what matters in terms of gameplay.

I don't agree with you here. If your character runs slower it doesn't make the world bigger, just more tedious to travel. On the other hand, if they made the day/night cycle 1 minute long (real time) that wouldn't make the world bigger either, it would just make the days in game go by really fast… In the end it's all about how the world "feels" which of course is a stupid term to use since feeling is subjective, but oh well…

forgottenlor May 4th, 2014 14:16

Real time does not matter. What matters, the ingame time. Crossing Skyrim along a diagonal takes something like two full ingame days.
This is what matters in terms of gameplay.[/QUOTE]

Have you ever played Might and Magic 3-5? 24 hours takes less than 5 minutes if you are outside. Most people are interested in how big a game world is. By that I mean how much there is to find, do, and see within the game world. Time passed within the game world can hardly be used to measure this.


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