Deathfire - Update #6. New Backer Rewards
G3 Studios posted the next update for Deathfire: Ruins of Nethermore with infomation on new backer rewards, and a new Q&A with Guido Henkel.
As for the project itself people have pledged $65,063 of it's $390,000 goal. Still quite a way to go but there's still time. So keep spreading the word everyone.
New Backer Rewards!
As we try to add new backers to the campaign, we have also been spending time, trying to maximize, what we can offer existing backers to thank you for your generous support. For that matter, I am very happy to announce that we have some new rewards for you that will go straight into existing reward tiers. This means, everyone who has pledged n those tiers or higher, will automatically receive these new items. What are they?
Please meet my friend Colin McComb.
As many of you may know, Colin was one of the designers on “Planescape: Torment” and more recently, Colin is also the designer on the upcoming role-playing game “Torment: Tides of Numenera” from inXile, which has been kickstarted a while ago.
What many of you may not know, however, is that Colin is also a very talented novelist. He has released a fantasy novel called “Oathbreaker” last year, which has found plenty of critical acclaim. It was the first in a series of books, and currently, he is putting the final touches to the second book in the series.
Today I am happy to announce that we are adding both “Oathbreaker: Book 1: The Knight’s Tale“ and “Oathbreaker: Book 2: The Magus’s Tale” to existing reward tiers.
Here is a small part of the Q&A.
Which aspect of “Deathfire: Ruins of Nethermore” do you find the most attractive one?
For me it is a throwback to the Golden Days of role-playing and everything reminds me so much of the time when we built the first “Realms of Arkania” game. The idea to make a really deep, involving role-playing game that has a rich story and plenty of variety for the player is what really appeals to me and makes me completely giddy. Nerdy things like our Psycho Engine get me completely psyched.
What do you like more, designing a game or programming it?
This is a tough question. I love both. I love to write and come up with new stuff. After all, I’ve also written a number of pulp novels in recent years. But at the same time I feel that it often drains me very much, and that’s when programming becomes the perfect infusion to counterbalance that.
In my heart, I am a programmer, though. Always have been. It fascinates me how you can put together complex components with small code building blocks, and to get the computer to behave exactly the way you want it to. I enjoy the analytical thinking that has to go into it.
Can you tell us very briefly which games you have worked on in the past?
I started making computer games in 1983 and have since worked on a large array of games. The most recognizable are probably the original “Realms of Arkania” trilogy, as well as “Planescape: Torment,” which I produced for Interplay. I’ve also been involved in games such as “Fallout 2,” “Neverwinter Nights” and many others. So as you can see, my primary field of expertise is in role playing games.
Platform: PC, Mac, Linux