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RPGDot Feature: A Conversation on The Broken Hourglass
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Dhruin
Stranger In A Strange Land
Stranger In A Strange Land




Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia
RPGDot Feature: A Conversation on The Broken Hourglass
   

Continuing our tradition of exploring indie titles, we had the opportunity to talk to Planewalker Games about their recently revealed title, 'The Broken Hourglass'. Many readers will know Jason Compton and Westley Weimer from their Infinity Engine mods and fans of games such as Baldur's Gate, as well as those that particularly like party banter and interaction (including romances) should check this out. Here's a sample:<em><blockquote><b>RPGDot: The Broken Hourglass is party-based, with the player creating a single protagonist and adding additional party-members as they go. Given your background, should players expect a distinct emphasis on party interaction? Please detail the party dynamics and what form the interactions will take.</b>
<br>
<br>Jason Compton: {...} Yes indeed, players should expect a distinct emphasis on party interaction, both between the NPCs and the PC and among the NPCs. NPCs will strike up conversations with each other and the player, and interrupt and interject their thoughts in the middle of discussions or quests when it strikes their fancy. There will also be the prospect of romance between the PC and some of our NPCs, depending on the temperament of the PC and the level of interest on the part of the player, of course.
<br>
<br>Some NPCs will get along relatively better than others. A couple won't be terribly popular with anybody in particular. Some will mix like oil and water, although we have made a conscious decision to avoid any "come-to-blows/he-goes-or-I-go" incompatibilities this time out.
<br>
<br>In addition, our engine allows us to easily track the qualities of PC actions or words. One NPC may greatly disapprove of actions or words spoken in anger, for instance, while another may applaud the application of rational thought. This will affect their degree of commitment to the PC's leadership, and the PC's ability to influence their power development.</em></blockquote>We were fortunate to get some very detailed answers, as well as an exclusive screenshot - head <a href="http://www.rpgdot.com/index.php?hsaction=10053&ID=1226">here</a> to read it all.
Post Thu Jun 01, 2006 6:06 pm
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slak
Keeper of the Gates
Keeper of the Gates




Joined: 13 Jan 2005
Posts: 122
Location: Sweden
   

This game is now in my top5 wish list.
Post Thu Jun 01, 2006 6:20 pm
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Wes and Jason have proven their talent, so I'm confident that TBH will be great. Especially the Magic-System and the Setting sounds interesting.
Post Thu Jun 01, 2006 6:50 pm
 
mogwins
Village Leader
Village Leader




Joined: 15 Jan 2002
Posts: 99
Location: Wales
   

It does sound very interesting, and I hope they can pull it off. However, I always thought you could really spot the seams betweeen the professional and the amateur content when playing BG2 with their mods. Hopefully when making their own game they won't have to mesh with someone else's style, and they can do themselves justice.
Post Fri Jun 02, 2006 7:23 pm
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Quitch
Village Dweller
Village Dweller




Joined: 09 May 2006
Posts: 1
   

quote:
Originally posted by mogwins
It does sound very interesting, and I hope they can pull it off. However, I always thought you could really spot the seams betweeen the professional and the amateur content when playing BG2 with their mods. Hopefully when making their own game they won't have to mesh with someone else's style, and they can do themselves justice.


I think that is indeed the problem. Obviously when you mod for another game you love the setting and the overall feel, but you've always got ideas of how it should have been done, and that tends to show through.

On a project of this nature, you've got an overall project manager who can ensure it all comes together and gels at the end. That simply doesn't happen with a mod.
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"Perfection has no deadline."
Post Mon Jun 05, 2006 11:26 pm
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