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Fatherdale Interview, part 2
Fatherdale:
The Guardians of Asgard is an intricate RPG/Adventure for
the PC where the battle between the Gods and their eternal
enemy unfolds in the true medieval world of AD 1072. As one
of the few immortal Heroes who protect the ancient artifacts
of knowledge, you take on the reins of a warlord in a secluded
northern valley of Fatherdale just days before it becomes
the Battlefield of Fate to experience a story-driven multi-genre
gameplay focused around RPG, RTS and Adventure. With over
hundred and fifty unique characters, thrice that much in hand-crafted
inventory items, more than sixty locations in steppes, woods
and swamps, on plains, river banks and even inside the wooden
Keeps of the Guardians, you have a whole world to explore,
protect and die for -- and seven full-fledged Episodes to
play through a number of styles and genres before you face
your real Enemy.
Part 1 of our interview
with Sergei Klimov dates from april. So it's about time we
bring you the next part of this interview. I've asked Sergei
a few questions, one at the time, over the past weeks and
here are his answers. As I haven't finished asking them, there
will be more after this one.
RPGDot: Who will I be playing in the game and what is
my goal?
Sergei: You play for Reinar, a mercenary. He's sharp,
he's experienced and because of that sometimes he's a bit
too ironic. He's coming from the western part of medieval
Europe, from the larger cities and armies, and at first he
can't help but make fun out of the small villages and local
superstitions.
One of his friends -- Vsevolod, a prince of the small northern
valley named Fatherdale -- sends him a call for help. The
call sounds more desperate than the situation permits: the
prince is young and in sorrow over the tragic loss of his
father, the famous Guardian Warrior, and he is talking about
gods and spirits, about falling Shadow and approaching Darkness,
and about the family curse.
To Reinar, it sounds like a different person. Back when they
have been tracking the paths of the nomad steppes together,
the prince was full of ideas, full of energy, he was the charismatic
young leader always there to explore, to take on, and to dare
what was left unchallenged by his father. While Odin most
certainly the god to consult with, and Veles and Peroon are
out there watching over the common folk as well, they give
power and make a man stronger -- while what is happening with
the prince sounds like a mischief, like someone taking advantage
of the young lad in sorrow.
| With this in mind, Reinar starts his journey towards the
valley, and we come to senses on the road to Kozelsk Gates
in less than four days of travel to the western border of
Fatherdale. Somehow the closer to the valley, the stranger
it looks -- people see horrible omens, travelers are affraid
to take the direct roads and the familiar gods that took good
care of the folk are now silent. What sounded like a scary
tale when he read Vsevolod's message in a tavern at Magdeburg
starts to take shape as a nightmare, but Reinar hasn't spent
years on the road and at the battlefield for nothing: let
the locals believe in the anger of gods, Reinar knows that
Odin is just and will not act like a cowardly evil. Let the
locals gossip about the Dark Year and angry spirits, Reinar
has seen the death up and close and every "spirit" must have
at least a tooth with which to bite -- and as mighty as it
is, this tooth won't stand against a sharp sword. The question
is, who is behind this nightmare that breeds on the sorrow
of prince?
Then, there's one more problem: the visions return. The visions
of his own death, the hints of immortality, the whispers of
knowledge hidden in his own head, and the mirage of the citadel
on the shore of the biggest sea he has ever seen... They have
been vivid in the days of his youth, and he fought them by
exhausting his body in training, leaving no time for the dreams
-- neither good nor bad. They went away after he killed his
first enemy, but now -- as he draws near the valley -- they
return, and return like a waterfall.
Reinar believes in the gods -- but not in the dark veil of
magic. When Odin takes a fallen warrior to Valhalla, that's
not magic -- that's a reward for the bravery. When Veles brings
stray boars to a hunter, that's not magic -- that's a reward
for the loyalty. Awake in the gray hour of dawn, with the
shadows of visions of immortality slowly fading in his mind,
he wonders if he is going mad or if he is really the chosen
one -- chosen by the yet unknown god who will demand a separate
price at the end of this journey.
As Reinar walks into the valley of Fatherdale, the two questions
come together. He knows he will find his death there, that
much he can feel. But every man is mortal. It is the good
name that never fades, and his gods will help him face this
challenge with honor.
RPGDot: No magic in Fatherdale, that's a novelty for a
fantasy type of RPG. Why is that?
Sergei: We like magic worlds as much as other teams
do, but I can't refrain from a little bit of critics here:
over the last ten years, the magic kind of devaluated and
quite a few RPGs now have standard fantasy scenarios just
like the RTS crowd has those "three great alliances fight
for the global domination" things. I respect Blizzard a lot
in mane senses, but what they have done to the fantasy perception
is not too far from a crime -- the popularization that they
have undertaken brought about a great deal of simplification,
and the "bloody fighters and breasty amazons" of Diablo are
as much about character development as Tomb Raider is about
the glorification of female heroes ;).
In its essence, magic is like love -- when you go to a play,
or pick up a movie, the actors rarely start hugging and kissing
from the first scene just to show us the love is there. Love
and magic exist at the tips of the fingers, they are there,
dancing in the shadows, and casting too much light on them
might just as well burn the delicate flowers. Do I believe
that we are not alone in the universe, for example? Yes, I
do. But does it equal to the little green man on flying saucers
who impregnate and torture casual observers? No, not really.
|
Fatherdale is back in XI century, when the world was much
larger and the relationship between a single man and his environment
was much stronger. To put it into a single phrase, I believe
that the power of the spirit not burdened by hammering down
the "accepted" dogmas of today was as powerful a survival
tool as the quantum physics is today :). Odin, Peroon, Veles,
Thor -- these are the gods who are here and close, the gods
with whom we may converse, the gods who make mistakes, play
jokes and can be challenged. Their magic does not account
to walking on the water, their magic is in the bravery of
the warriors, knowledge of the hunters and talent of the healers.
As a designer, my goal is to keep this magic as the very
essence of the Fatherdale -- and the only way to achieve this
is to reject the obvious fireballs, demon summons and lightning
strikes. To converse with the mighty, you don't pin them down
in a tavern -- you keep listening, and sometimes they just
might answer.
The old man you encounter on the road could be the one-eyed
Father Odin, roaming around to solve one of his many mortal
riddles -- or he could be just the old man returning to his
village, it all depends on how much you believe. There's no
tips, no bold font indicating the magic at work, just the
shadows and the possibilities. Dare to believe and risk facing
the hard facts of the world deaf to chants -- dare not to,
and run into a situation where pure logic fails. In Fatherdale,
your belief has the power to change things... So there is
magic in the game -- but it's a thin and delicate substance.
RPGDot: As there is no way to heal by magic, are there
any healers in fatherdale?
There were healers of course in those days-- think "mother
of a big family", if you couldn't heal your kids on your own
you could very well end without any kids at all ;). And there
were the special people who knew the herbs and potions (understood
as a herbal brews, not as a "flask of bright magic liquid"
:)), they were as much the doctors as the psychologists as
a lot of what happened was on the power of persuasion. The
more you believed, the better the effect.
In Fatherdale, there is a Healing skill. If you get hurt
really bad, you transport the poor chap to the nearest talented
healer and he gets the wounded back to life. after certain
time, of course -- which is the only penalty there is, you
don't have to dig for mushrooms or do any other boring errand
quests to get your fix of medicine :-).
RPGDot: I understand there are several statistics that
apply to a character. Can I influence them at the start of
a new game?
Our characters have Health, Strength, Endurance, Intelligence
and Dexterity which are the BAs (Basic Attributes) and in
turn create the RAs (Regular Attributes) of which there is
about a dozen (e.g.: Hearing Range, Speed of Movement) that
often are affected by individual marks (e.g.: blind eye, stiff
legs).
Then there are the skills, of course -- regular like Sword,
Axe/Mace, Spear, Bow, Shield, Scout (which can enable special
abilities like Battle Grace, Deafening Stroke or Sixth Sense
(Sword), God's Hand and Golden Fingers (Bow) and so on) and
unique skills like Heal or Repair (which require a Teacher
to start their development).
Because you role-play for Reinar, you can not influence his
stats or skills -- he has a personality, and personality goes
a long way (as we all know :-). As you play, though, you are
free to affect the character on issues like the believer/unbeliever,
aggressive/intelligent and a few other scales which not only
change your character's attitude, but also change those party
members that fall under his influence.
To be continued....
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