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Dark Solstice: An Interview
John 'Deljarum' Downing, 2005-11-02


Frank Ross, of Black Masque Games, was kind enough to answer some questions concerning their upcoming title, 'Dark Solstice,' touted as a "2.5D" MMO with turn-based combat, pub games galore, and a regularly random world event, the "Dark Solstice."

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MMORPGDot: First of all, could you give us some background on Black Masque Games and 'Dark Solstice' for those unfamiliar with the title?

Frank Ross: Black Masque Games is a small independent company exclusively developing Dark Solstice. Most of us have been avid gamers for years and we are using that experience to help us create Dark Solstice. Our goal is to attract a loyal set of players that will like Dark Solstice enough to make it their online home for years to come. We will do all in our power to accomplish just that. Producing this game has been a long time dream and we are trying to create a reality out of those dreams.

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MMORPGDot: The event from which the game takes its name, the Dark Solstice, looks to be a dangerous and exciting time for adventurous players. Could you give us some details on what a player can expect during the solstice and how the less experienced players can protect themselves? On a similar note, what of the player who creates a character during a solstice?

Frank Ross: We are hopeful that the coming of a Dark Solstice will be an exciting time for all players. Whether they choose to wait it out indoors (perhaps gambling), chatting with their Guildmates, or they feel brave enough to put themselves in harms way, we think it will be a unique and fun filled time.

As we have said before, Teramor has 2 Suns and 3 Moons, so a Dark Solstice will occur at irregular times. During this period, the skies will darken and powerful creatures will emerge from the depths. Normal Magic and Weapons will be virtually ineffective against them and they will attack without provocation. It will take a concerted effort, an ancient incantation, or an antique weapon, and possibly some luck to defeat one of them and escape with your life. Those that are successful will be marked for their heroic deed.

New players will be immune from attack until they have advanced to a new Profession Level. After that, they will vulnerable to the Solstice creatures like everyone else.

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MMORPGDot: So far the developers have been a very active force in the official forum, and have sought and implemented suggestions from the community. What role do you see the community taking in the period leading up to release and beyond?

Frank Ross: To date there are thousands of people that have signed up for Beta testing and subsequently have registered on our Forums. They represent many thousands of years of experience in online games. It would be shame not to utilize such a valuable resource. If one peruses the Forums, it is easy to see that there are many good, well thought out, and creative ideas posted. It would be shortsighted not to incorporate as many as we can. Our egos are not so big that we do not recognize the great possibilities from the suggestions and discussion on the boards.

Besides, we think it is a great way to build good relations by recognizing and implementing someone's idea into the game. I know I would have been delighted to have one mine considered by the development teams.

We see this symbiotic relationship continuing before, during, and after game launch.

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MMORPGDot: One of the most unique features of 'Dark Solstice' is the art style, touted as "2.5D." What led to the decision to abandon the majority of the Z axis? Do you see this affecting the gameplay in a more than aesthetic way, and if so, how?

Frank Ross: There were two major reasons for the decision. First, we felt that it would have required a massive investment of time and resources in order to compete in the highly competitive world of 3D games. And the result may or may not have appealed to the gaming market.

Many of us were and are fascinated by the look of the old Disney classics and decided that it would make for a unique presentation. In addition, we feel the thing that appeals to the market we are after is game content and community. We're betting that folks will remain interested by the fun factor and friends and not because their graphics cards are being exercised.

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MMORPGDot: There are several connections with the game 'The Realm' noticeable in 'Dark Solstice,' ranging from the art style, seemingly some of the combat techniques, and even the URL, www.solsticeserver.com (compared to www.realmserver.com). Is 'The Realm' a large influence to Black Masque Games? Also, what other titles, if not that one, have made an impact on the design philosophy at Black Masque Games?

Frank Ross: Many players that have signed up for Beta testing are currently playing or have in the past played the Realm. Add to that the fact that in the past I had an association with the game and I guess the comparisons are inevitable. Let me point out that although there are some similarities, the games are really quite different. The Art style, Dungeons, Quests, Gameplay options, Leveling methods, Crafting, Gambling, Erudite Level, Sound and Music, and the Dark Solstice event itself are dramatically different and will differentiate Dark Solstice from the Realm and any other game.

I think the games that have influenced Dark Solstice the most date back to the Sierra King's Quest and Quest for Glory series. Any players that remember them will see definite similarities in style and content.

And finally, there is nothing more complicated behind the Domain name choice other than the fact that Darksolstice.com was taken.

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MMORPGDot: Any final comments you'd like to make? Odds and ends to excite and amaze?

Frank Ross: We think that there are many aspects that will set Dark Solstice apart. We are committed to a continuing effort to keep these features fresh, interesting and addictive. Things like Pub Gambling and the Dark Solstice event will go a long way but there are many others.

For example, each Dungeon will not only be an "instanced" experience, but each time a Dungeon is entered, the Path, Treasure, and Creatures will be customized to the player(s) that are entering. No longer will a Dungeon be a "high level" or "low level" venture, the game will adjust it based on the experience of the participants. We hope to minimize the boredom factor by providing a different look each time the Dungeon is entered.

Similar to Dungeons, Quests will be individualized adventures. They will be different for each player venturing on them.

Another item which should provide some widespread appeal is to allow players to select their playing preference. They can choose from:

  • Normal: Experience is gained at 100% level. There is no loss of exp or items on death.
  • High Risk: Experience is gained or lost at 150% of normal. One item will be lost on death
  • Ultra High Risk: Also called "Pulse Pounder", Experience will be gained or lost at 200% of normal. Multiple items can be lost on death.

MMORPGDot: One Final question, and this is a "fill in the blank." If I like my women like I like Dark Solstice, I like them __________________________.

Frank Ross: I think this may be a trick question, but I'll give it a go. I like my companions to be adventurous, mysterious, not boring, and most of all, fun to be around. I think Dark Solstice will get a passing grade on each of these.

A special thanks to Frank Ross for answering that final question, concocted in a moment of emotional and moral confusion. You can find out more information regarding 'Dark Solstice' at http://www.solsticeserver.com, and you'll most likely find Frank (DSOverlord) and many of the other developers on their forums to answer any questions you might have. Beta signups are open at their site, so hop on over for your chance to help perfect 'Dark Solstice.'

  • Dark Solstice




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