Mars - Interview with Jehanne Rousseaun
Gamingnexus has an interview with the CEO Jehanne Rousseaun of Spiders Studio.
You’re calling “Mars: War Logs” a short story, what does that mean? Is that a comment on the length of the game or that it’s part of a much larger story?
When creating an RPG you can start with the idea of making a trilogy, or like the baldur's Gate series, a 100 hour game. We knew we didn't had the funds and means to do so, and we're not found of DLC adding some story part after part... So we tried to create a complete story, but a shorter one. The main quest is about 15 hours of gameplay, there are a lot of side quests and a big part of the game can be played again as the choice you'll have to make at the end of chapter 2 will completely modify the story. That's why we call it a short story, designed for downloadable platforms.
How deep of an RPG is Mars War Logs? What kind of attributes will players have to customize in the game?
The players can choose between a lot of different skills that will impact the way they will fight (stealth, melee, distance, technomancy), they'll be able to choose some feats too (that will more impact the social abilities and the craft), to craft their own equipment improvement, to choose their companions, and of course thanks to the dialog choices modifying the story itself.
Could you talk about the combat system in the game? Is it strictly weapon based or are there other abilities that players will get to use?
In Mars you shouldn't use always the same attacks, as your enemies will parry them more easily. You have plenty of possibilities, you should try them all : aside from the melee attacks, you can use a nailgun, you can sneak, create grenades and traps and later in the game you'll gain access to technomancy (lighting attacks, electric weapons etc).