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RPGVault has put the third installment of their Black Moon Chronicles Dev Diary online, talking to Senior Designer Jean Carrières. Here's something from that:
Jonric: Since Black Moon Chronicles does not include a character development / RPG system, you had to add one. What kind of system did you implement? What are the major differences compared to The 4th Coming, and why did you make these changes?
Jean Carrières: We already had an existing and well-balanced engine, but it wasn't quite suited to Black Moon Chronicles. We threw away a good chunk of it and built the rest from scratch. The biggest improvement was the introduction of rigid factions and classes. If you're a Warrior, you're automatically part of the Empire, and only YOU have access to certain abilities and equipment. If you're a Paladin, you're from the Knights of Justice - you're the only warrior-healer around. In order to ensure each character class has its own strengths and weaknesses, the characters' abilities and equipment are restricted by it. In the past, we often struggled with a classless system and the need for a standard definition. This motivated us to introduce classes in Winds of War.
Another improvement we've made to our engine was to make all choices "safer." In many games, when you obtain a limited number of skill points each time you level up, you have to make irreversible choices as to where you're going to spend those points - once you've clicked OK, that's it! You're done. You can't come back and correct any mistakes you've made. In Black Moon Chronicles, we're working very hard to make sure there are no wrong choices. This is a key concept for us. Most hardcore players don't mind making mistakes and restarting a character from the ground up once they've figured out the mechanics, but we're willing to bet they won't mind at all NOT making any mistakes on their first character. |
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