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A bit late but Shane Defreet has posted the third Vampire Bloodlines weekly update on the official boards. It's a little longer this week but here's the full post:1. In one preview of the game, it was mentioned that "the amount of experience you gain is dependant on the completion of missions, and not actually how you complete them". Is this true? Some people feel this detracts from replaying the game, as usually different kinds of rewards stimulate different approaches, and other people believe that it's
unfair to reward characters by doing totally different things, albeit with similar outcomes. Is this still actually implemented? If so, will this happen in mission-based objectives only, or will it also spread into would-be sidequests?
This is still in the game. I feel different approaches to quests arise out of the type of character you're playing, not necessarily the
different rewards you may get. This actually balnces the playing field so that there isn't one type of character that's going to get the most points for any given mission. For instance, in alot of games you get
points for killing things - well, this makes it a bit unfair for the stealth character, doesn't it? And if we gave you points for a stealthy solution as well as killing, then the best way to do each quest would be
to stealth around and then kill everyone after you got the points for the "stealth solution". With even distribution of points across play styles, you don't need to concern yourself with how best to maximize
your points, instead you can focus on roleplaying your character.
This applies for all quests, whether they are main story arc or side quests.
2. How varied will quest solving be? From previous Troika games, specially Arcanum, we've been given both the traditional statistical approach of
roleplaying for dialogue choices and outcomes, as well as a more interactive environmental approach (using the interactive environment to one's advantage). Will this kind of gameplay be featured in Bloodlines? Will if feature an emergent gameplay approach such as titles like Deus Ex and Invisible War, as in, laying out mission objectives, and letting theplayer find what is best for him to play; or will there be a tighter array of possibilities?
Even though we've switched to a 3d, first person view, we still feelthis is a true Troika style RPG. That means we give the player a wide variety of ways to solve quests, from thieving to talking to outright
fighting. There's definitely a "find your character's best approach"feel to Bloodlines, and it varies from quest to quest - some quests have much tighter parameters, and some are completely wide open. This also can depend on your character's clan, stat choices, etc. For instance, a fighting machine Brujah may not see/be able to accomplish all the different ways to solve a quest because of his lack of stealth or talking ability, but a Brujah with his points more evenly distributed may have more options open to him. | Source: RPG Codex |
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