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World of Divinity has conducted an exclusive pre E3 interview with Swen "Lar" Vincke, the project leader of Larian Studios' superepic fantasy RPG Divine Divinity.
Here's a bit:5) The game is known for being as much story driven as it is action based. How linear is the story, ie. how much do player actions influence the progression of the game?
Well, the main plot line has to be fairly linear in a game of this type, but at the same time the game has many other sub quests/plots which give the player freedomn to choose. For example a player could completely ignore a side quest that would have proved useful later on, but not neccessary. There is a degree of choice on some of the main quests also, at one point you have to gain entry to a castle, and this can be done in 3 different ways. Our main way of thinking for the way the games plays is what have called F.U.M.E.
6) What is F.U.M.E?
F.U.M.E is what we based all the gameplay of the game around from day one. F is Freedom to develop and explore. U is the Universe to develop and explore in. M is the Motivation to continue developing and exploring. E is for the enimies that populate the universe, which you develop against.
We feel we've achieved the above by introducing the classless player system [more on that later], a dense storyline with plenty of stuff to do and a wide varity of monsters to test the player. |
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