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RPGvault features a Fatherdale: Guardians of Asgard interview originally conducted by a Yugoslavian magazine (The Gamer) editor by the name of Ranko Trifkovic.
Here's a teaser:
...Fatherdale is said to be based on accurate and thorough historical research. That is something we usually get from German developers, but it can fail to achieve both playability, which is important, and accuracy. With Fatherdale's location system, animals, changing time and announced combat system it seem to be different. Can you comment on this? How did you manage to apply high level of realism into your game and still keep smooth gameplay?
This was an issue we encountered late in the design process, and I'm quite happy that we didn't fall to the "fun is law" principle in the alpha, which is the way most teams go. Making a serious project requires a certain standard, and for us, making a medieval game means making a game that's as accurate as possible to what actually could have been - especially the atmosphere and the world as it was seen through the eyes of our hero, what opportunities he could have had, which friends could have met, which roads could have traveled... For me, offering players to embark on an adventure equals to a guarantee that they won't be cheated, that there won't be any fake perspectives or "randomly generated characters" which break the train of a story. It doesn't matter whether you stay true to the history or a larger design as long as you sustain the logic and the resulting believability, it just so happened that we found the eleventh century to be so exciting - if we were to make a title based on Isaac Asimov's Foundation series, we would just as hard try to follow the master's logic and re-create the fully functioning world the way it could be in the future, with proper maps of Imperial cities, fleet scales, etc. Still, some worlds strike me as lacking the logic and in the words of Nabokov that is no more than a child's painting on the wall - true imagination was always based on knowledge...
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