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Subsim, a website dedicated to naval sims, has conducted an interview with Akella, developers of naval sim/strategy/RPG hybrid Sea Dogs 2.
Here's a snip:
Subsim: The Akella SD2 website mentions a "quest generation system". This would obviously add tremendous replay value. Is this feature still expected to be in the game and what limitations will it have when compared to the scripted quest campaigns?
Akella: This is the one of the main features of Sea Dogs II. We are working hard on it, trying to make it the most cool and exciting for players. We assume that the only limitations that quest generation system will have is a creation of unusual quest that includes atypical locations or actions (like bringing a sea snake into the game or fighting with skeletons on a ghost ship – for example.) All other situations (even Great Armadas and Golden Convoys) could be included in quests created by quest generation system.
Subsim: The economics and trading was a very original part of Sea Dogs 1. Over time, it did get wearisome playing the role as a trader in order to build sufficient resources to buy better equipment. What steps has the dev team taken to diversify the trading element of the game?
Akella: In Sea Dogs II we added such trading elements as smuggling and slavery. Also we widened the assortment of goods available for trade (now there are 26 different goods in Sea Dogs II). By the way, now player’s actions affect prices and economy of game world.
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