Soldak Entertainment - Din's Curse Interview
Steven Peeler from Soldak writes they've done their first interview for Din's Curse at a site called Game Boomers. Here's a snip on the gameworld:
Q: In reading the summary of Din’s Curse, it sounds like the game’s environments are randomly generated and your interaction impacts the game as you progress; I’ve always found that style of gaming fascinating. Can you tell us something about the creative process that goes into building such a game world?
A: Yes, the environment is randomly created and randomly populated with items, monsters, quests, and objects that are appropriate for that particular area. You will never see the same setup multiple times.
From the creative side of things, this type of game is a bit different from creating a linear game. In a linear game, you have full placement control and you are explicitly setting up interactions, so you know what to expect. In a game like ours, just about anything can happen. I have to think about all of the pieces individually and collectively. Is this going to be fun and cool? How is this going to impact everything else? If these two objects are placed next to each other will they interact like the player expects? What happens if the player ignores this quest for too long? What happens when they succeed? What happens if they fail a quest? Can they fail this quest? In general, how does this quest lead to other quests?
Once setup though, your actions, NPCs' actions, and the monsters' actions are what progresses the game. If war is brewing and you are asked to stop it before it breaks out, your actions really will impact what happens. If you are successful, you will save the area from becoming a war zone. If you fail, the area will be ravaged by a war. Players need to remember that lack of action is also an action. If you don't stamp out an uprising in time, they will likely find something interesting to do, like raid the town.