Dhruin
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Ken Rolston has been interviewed at Gamefront about Reckoning, though he comes across as having had too much coffee before the conversation:
More information.KR: Video RPGs are so good now, and there are so many to choose from, that I make the frequent mistake of thinking we live in the Perfect Golden Age of RPG Utopia.
And then someone goes and makes something new and cool, and we’re off to the races again.
But despite the fact that video RPGs have made such deep and passionate inroads into the mainstream market, I still feel they are slow-paced, abstract, and awkward. Reckoning reflects my hunger for a faster pace of action and combat drama, and a desire for simpler, easier-to-use interfaces. Video RPGs are naturally the deepest,longest, and most complicated kinds of video game entertainment… that’s whatmakes them great. But making them just a tiny bit less clumsy in the interface, and just a big, fat, huge amount more physical and exciting in combat, gives them more fun-per-unit-time. Me? I want All-Fun, All-the-Time, Right-Now, thank-you-very-much.
Pen-and-paper narratives and settings continue to influence me in video game design, but systems? Not so much. Combat in tabletop RPGs is already, and always has been, slow-paced and awkward, mired in its wargame traditions. Dialog, improvisation, open-ended story-telling… that’s what tabletop RPGs are still best at… WAY better than video RPGs.
You might want to work on those interface goals a little more, Ken.