Driftmoon - Interview @ Rampant Coyote
Ruber: Notrium, as said, was a remarkable hybrid between RPG and action game, and was pretty fun. But in Driftmoon you opted for a turn based combat, instead of a real time action game like before. Why?
Ville: We actually prototyped Driftmoon with Notrium-like fast action combat. But we found that a turn-based combat system works much better for this particular game. With Driftmoon we wanted to focus more on the storytelling and exploration parts – we wanted to make the player feel like he has all the time in the world to explore this place. While the combat in Driftmoon is pretty fast and requires a lot of thinking, you’re always free to pause it, and you usually have the option to retreat. I love the combat system, it requires just the right amount of thinking and strategy to get through the harder enemies. Once you develop your character a bit, and equip him with some new combat skills, you have a whole bunch of interesting in-combat choices to make. And there’s a great amount of variety in the difficulty levels, on the Adventurer level you can very nearly play it as an adventure game, and the last level, Guardian, really gives hard-core RPG players a challenge.