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ultima Online Stratics had the chance to do a short interview with Ian “Tiberius Moongazer” Frazier, the Project Leader of Ultima 5: Lazarus. This Ultima remake project is using the Dungeon Siege engine to recreate and enhance the original Ultima V: Warriors of Destiny.UOS: After NWN has been released, do you still think you have chosen the right game (and the right editor) for an Ultima Remake? I know that both games (Dungeon Siege and NeverWinter Nights) are quite different, but what is your impression?
Tiberius: We've had some very rough times with Dungeon Siege. First the game itself was delayed 6 months while GPG worked on the multiplayer component (which we don't particularly care about anyway, since Lazarus will be a single-player MOD). Then the Siege Editor didn't come out until some time after the game itself, and it launched in an *extremely* buggy form. It's still a bit buggy and hard to operate, but after the most recent patch it has become useable enough for us to commence worldbuilding. The single biggest thing about Dungeon Siege that continues to make it the engine of choice is the sheer power of what we're able to do--there's quite literally *nothing* about the way the game functions that we cannot change. :) The same cannot be said of Morrowind or Neverwinter Nights.
I've played through Morrowind, and played a bit of Neverwinter Nights. I've also toyed with both of their construction sets. And although I feel that both of their construction sets are considerably more stable and easy to use than the Siege Editor, they simply lack the power we need to get the job done. |
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