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Ego Maniacs has conducted an interview with Lionhead's Dene Carter:
3. There are many different systems of battle (i.e. turnbased, cut n' slash, etc.). Can you tell us a little bit about the battle system of Project Ego?
We wanted two things from our battle system:
1) We wanted it to be real-time. Turn-based battles are a weak, 8-bit, cheap way for developers to avoid an otherwise thorny problem. I love turn-based games, but suddenly turning something real-time into a step time activity has really had its day. This is 2001. Can you imagine watching the Matrix, seeing Carrie Anne Moss leap into the air, and then being handed a series of still photographs of her kicking a guard while the film pauses? Turn-based battles make me feel the same way.
2) We wanted something easy to use. In our battle system you can bash a single button and probably win a lot of battles. You will also end up looking like chopped meat. Not very heroic. We want people to be able to show off their skills if they have put in the effort, but not to be so daunted by the complexity of a combat situation that they feel stressed and irritated each time that old combat music starts playing! |
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