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The Roots Interview, Part 2 Brian 'Dhruin' Turner, 2004-05-31
Best known for their MMORPG 'Mimesis Online', the intriguingly-named Tannhauser Gate is moving in a different direction with 'The Roots' - a 3D RPG with a large gameworld, turn-based arena-style combat and some console-inspired elements. We continue with Part 2 of our talk with Piotr Krzywonosiuk to find out more about this title.
RPGDot: The initial press release says The Roots features an "arena style, turn-based real-time combat". Can you explain what this means and perhaps step us through a simple example of combat?
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Piotr: I partially answered this in one of the previous questions. While the combat system should be described as ‘turn-based' it carries a few unique elements, which makes it behave in a more real-time fashion. So, we have turns when certain characters take action but a player is given additional control over each of the party member. This also allowed us to smuggle in the tactical element to combat.
Here's a simple combat example. Say we have a party of three - our chivalrous Yan, brave Garton and noble Nasira, a young fire magic mistress. They have been attacked by a few vicious Vulturemen somewhere in the hot desert of Ognis. Both, attackers and the party, are thrown into a desert arena, with a calm oasis in the background, and the battle starts. The Vulturemen have the initiative since they took the party by a surprise and thus they get to attack first. With their small but very sharp swords each of them deals considerable damage proving how tough an opponent the Vultureman can be. Now, it is time for the party to respond. Garton, who was the first to come to his senses after that initial shock, casts Tremor which stuns the Vulturemen for quite a while. Vulturemen are very fast enemies so winning the time may be the key to victory. Then Nasira casts a powerful flaming ring that literally burns the target for a few seconds instantly killing the closest of the Vulturemen. Now that he regained the previously lost initiative, Yan can actively join the combat. The situation looks under control, but since the Vulturemen's attack severely hurt the party, Yan heals his friends. Yan's actions are just in time, as the Vultureman start to attack again! One Vultureman turns towards Nasira and attacks with fury. But before he gets close enough, Nasira launches a counterattack sending him to the ground. However, the last remaining Vultureman manages to hit Garton. At that moment, Yan regains the initiative. He jumps high in the air with his sword aimed at the enemy, crashes down on him with an amazing impact to finish the battle with this combo attack.
RPGDot: Please describe the magic system. Are there different magic schools or circles and what sort of spells can players use?
Piotr: The magic system in the game is connected with basic Elements, related to the main plot of the game. Each school of magic has its own certain set of spells. The character can develop not only a range of magic but they can also master some specific spells as well.
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Mastering a school of magic is directly connected with learning a few basic magic spells. However, mastering more powerful spells requires finding (or even buying) an appropriate book. A character, who masters a certain spell, can gradually increase its effectiveness through the study of the scroll. Finally, characters use the mana points while they cast spells; however, some spells require additional components (like e.g. artefacts). So, there are some special items with unique features, which allow the character to cast certain spells without the need of mastering them.
Every school of sorcery features its arsenal of spells with both offensive and defensive capabilities. Last but not least, among the most powerful and effective spells there are summons.
RPGDot: The website lists mini-games as a feature - please tell us about them. Why did you decide to include mini-games and are they mandatory?
Piotr: There are two mini-games we have prepared. Trion, the first one, is a logic game popular in Lorath. The second game, balloon race is personally my favourite. It is a very fast paced arcade style air race. You sit at the rudder of your air ship to speed through endless plains or winding canyons shooting sky pirates and avoiding their missiles. You've got to love it.
Players will be obliged to learn how to play Trion on a very basic level and actually winning a game will be required only once. If, however, you decide to master your skills you will have a chance to win some nice prizes. The same thing with the balloon race, at least once in the story the player will be asked to fly the thing in order to escape an enemy or situation. Later, he will be offered to take part in illegal racing where he can win (or lose!) considerable amounts of money.
| RPGDot: One of the features listed is a weather system. Are there any other elements of "world simulation" such as NPC schedules or other elements that increase immersion in the game world?
Piotr: Yes, the sophisticated weather system, as well as day and night cycles, it is the factor which will increase the immersion into the game. We have devoted quite a lot time in coding it and it helps the game world look and feel alive.
Also, there is also a system, which ‘manages' the NPCs' behaviour in the game. Consequently, some NPCs will be performing their daily duties according to a specific schedule; for instance, when it starts to rain they will stop their farming work and come back to their houses until the weather improves. They will also leave the blacksmith once it gets dark to return to work in the morning. The shops however will be open 24/7 ;).
RPGDot: The Roots is an attractive game - please tell us about the graphics and the art direction.
Piotr: Our idea was to create an attractive and unique game, which visually derives from anime art styles as well as from the European culture elements. We wanted to present a tasty mix of cultures and eras that would be very unique and on the other hand quite recognizable.
At the moment we are confident we have managed to achieve our goals relating to the art direction in The Roots. The game world consists of very different lands (sometimes even contrasting!) in terms of culture, climate and history and it is therefore very diverse, but on the other hand it remains very coherent as a whole. I dare to say we have managed to capture a very original style.
Finally, I would like to mention the cut-scenes in The Roots. These were an important element on the graphical part of the project. There are over 150 cut-scenes in the game, all created with great attention to detail, to help underline the atmosphere and to make an awesome addition to the gameplay.
RPGDot: What can you tell us the sound and voice acting?
Piotr:: We are putting a lot of work into creating the music and sounds in The Roots. We think that nothing can build (or destroy!) the game's atmosphere better than the music. We have already prepared unique tracks for all the locations and, when I am writing this, our music director is preparing the tracks for the cut-scenes. The soundtrack will be over 120 minutes long in The Roots. The music in game is ubiquitous - different themes have been carefully prepared for each of the locations to reflect its unique style; there is also music for special events, such as the combat or mini games. The same level of effort has been devoted to the sound effects in The Roots; we are making sure that it is of the best quality and fits well with the overall style.
Voice acting is an important element of each role playing game. The producers in cooperation with a professional studio have already handpicked the lead actors whose voices will be used to bring The Roots' heroes and foes to life. The actors have already had a chance to familiarise themselves with the game to appreciate the true nature of The Roots, allowing them to re-enact every storytelling cut-scene.
Part 1 can be found here. We'll keep an eye on The Roots as the development continues and bring you any updates. Thanks to Piotr Krzywonosiuk from Tannhauser Gate for answering our questions and Cenega for their assistance.
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