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Gamebunny has an interview with John Bates of HonourBound to discuss Adellion:"Realism" and role-playing seem to be a guiding lights and main concepts of Adellion. Has this been difficult to implement? How do you draw the line between being realistic and what is actually fun?
John Bates:
Adellion is a narrative RPG. In that sense the story world and the coded skills, NPCs etc.. are just props that players use to role-play with. They don't get uber-weapons, they don't reach level 541 or whatever; they role-play out their character's life. This is why there are not many attributes for a player. A player's 'wisdom' for example, is defined by the player's own actions. So implementation of role-playing is more for the player than for us. Though we will have rules of play to keep things workable.
We want to create a world in which people can interact and enjoy themselves, whether as a craftsman, fighter, priest, politician or whatever. This means cutting out the drudgery of tasks but giving players a challenge - whether it is to do a quest, become a town leader or become the best cook for miles around. |
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