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January 16th, 2007, 12:58
This part sounds promising:

We try to keep the adventure more mature and serious, steering away from hack’n’slash approach, where any creature and mission is good as long as it yields experience points. It is simply more rewarding for a player to be involved in serious conflicts and events and do something meaningful.
I've always believed that quests should serve primarily as a vehicle for storytelling and advancing the plot (with loot and experience coming as an added bonus). For me, the single most frustrating element in the majority of RPGs is the sheer amount of time spent on repetitive quests which are designed purely as stat boosters, but give virtually no new insights into the game world or the characters.
Geist is offline




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