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Ed Stark from Wizards of the Coast has been interviewed at GameInformer. Here's a game-related snippet:GI: I’m curious. We got to see D&D Online and that seems to be, well, it wasn’t what I was expecting at first, but it seems to be a much truer conversion of D&D than even Neverwinter has done to some extent. I’m just kind of curious what your thoughts are on that.
Stark: Well, and see I think D&D Online hits the other end of the spectrum than Demon Stone because Demon Stone is a console game. It’s supposed to be finite. It’s supposed to tell a good story. It’s supposed to get across this great brand message of what D&D and Forgotten Realms are. D&D Online is of course set in the new Eberron campaign setting. But that’s going to be a game where you’re going to be playing continuously. The rules have to stack up. I mean, if I’m going to sit there and tell an online player that they’re playing D&D Online, they have to be able to sit there with the player’s handbook and go, “Okay, I should pick this class or skill because I’m going to be able to do that later because if it turns out that the fifth level wizard can’t cast fireball they’re going to go, “Wait a minute. This isn’t D&D.” So we feel it’s important that D&D Online really reflect the rules of Dungeons and Dragons. Now, we are going to have certain places, I’m sure, we haven’t gotten far enough for me to give a specific example, but where things are going to be compromised. Like where we’re going to say, “Look, it’s important in an online game that you’re able to do X.” I don’t know what X is right now, but in D&D you have to be able to do it this way. Who knows if attacks of opportunity are going to work the same way? Are they going to be reflected in the game? Almost certainly. I think the end user’s going to look at it and go, “Wow, this is such a great translation of D&D.” And we’ll of course, knowing the background, go, “But, oh, the code works a little bit differently.” | Source: HomeLAN Fed |
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