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Dhruin
Stranger In A Strange Land
Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia |
Two Worlds: Interview #2 @ RPG Vault |
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The second part of RPG Vault's <a href="http://rpgvault.ign.com/articles/695/695982p1.html" target="_blank">interview</a> with Reality Pump's Miroslaw Dymek on Two Worlds is now online:<blockquote><em><b>Jonric: Since we know you've created an unusual type of magic system for Two Worlds, why did you decide to do so, and how does it function?</b>
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<br>Miroslaw Dymek: We have developed quite a serious magic arsenal. There are offensive, defensive and curative spells divided into five magic schools. Summons are also available.
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<br>To cast a spell, you need magic points and at least one magic card. You know, when we were working on a magic system, there was a problem that really bugged us for a long time. The player usually spends valuable resources (i.e. Skill Points) to master a certain spell. Then, in the course of the game, it turns out to be inefficient or too weak compared to new and more advanced ones. It was a waste and had nothing to do with system efficiency. So, we introduced replaceable spell cards. You do not learn them, just keep in the spell slot, stack them for more power, mix with other cards for various additional effects and so on. Anytime you feel the spell is not good enough, you replace it with another, add more cards etc.
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<br>Skill Points, on the other hand, are spent on proficiency in a given school of magic. The more skilled you are in a particular school, the more powerful the cards you can use from that school. The system is simple; you never feel that you waste even a single Skill Point, and when you find a card you already have, you can stack it with others. It is more efficient, more interactive, more fun, and still as easy as can be.</em></blockquote> |
Thu Mar 16, 2006 11:10 am |
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ToddMcF2002
Leader of the Senate
Joined: 10 Jan 2005
Posts: 317
Location: Boston MA |
I noticed in the first interview that they said this about the combat:
"This means there is no need to launch each and every attack; just select the target and let the avatar do the rest. The fun lies in tactical usage of various skills, avoiding being surrounded, reacting properly to the attacks and special skills of opponents, etc."
Yet anther boring Diablo inspired interface. Why can't developers just let you control the character? You would think they would get the hint when Gothic and Morrowind are the top "single avatar" RPG's. Oh well. _________________ "For Innos!" |
Thu Mar 16, 2006 11:15 am |
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Roi Danton
Eager Tradesman
Joined: 02 Mar 2006
Posts: 34
Location: Germany |
Oh, don't say that too loud, there are people who think that direct control of an avatar has nothing to do with a rpg, but rahter with an action game.
I, for myself don't care which methode they use, as long as it's fun. _________________ www.withingames.net |
Thu Mar 16, 2006 11:30 am |
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ToddMcF2002
Leader of the Senate
Joined: 10 Jan 2005
Posts: 317
Location: Boston MA |
I think that Morrowind, Oblivion and the Gothic Series prove that twitch factor is suitable and immersive in an true RPG. Its also the most popular option based on game popularity alone. Diablo may be popular but its not an RPG and its reviled as much as it is loved.
I would argue that direct control is preferrable unless you are managing a party. Look at the #1 criticism of NWN. People want to manage a party in single player. After playing the game extensively in single player and multiplayer I can see why. Its boring! Combat is the key to the game and for the melee fighter there is very little to do other than click and watch. If I'm just acting as a spectator during combat I might as well just watch a movie.
Someone on another forum coined a good phrase for these "passive" combat systems for a single avatar:
Kindergarden Combat _________________ "For Innos!" |
Thu Mar 16, 2006 2:34 pm |
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Roi Danton
Eager Tradesman
Joined: 02 Mar 2006
Posts: 34
Location: Germany |
Okay, I partly disagree on the topic that NWN combat was boring. I played all official campaigns and the premium moduls and my experience is, that combat is only boring as long as you have a melee charakter. With my beloved sorcerer combat was never boring, because I simply had more than enough to do to counter the enemies with the right spell at the right time.
But, on the other hand, my Fighter/Paladin character was really boring sometimes, because you couldn't do anything but stand by and watch.
This is one of the points why I'm looking forward to "The Witcher". On last years Games Convention in Leipzig I spoke with some of the staff and viewed a few combat scenes, and it looked like they could do NWN style (not directly controling your charakter) gameplay, combined with some real cool ideas how to intervene in combat yourself (the key element was some kind of combo system). _________________ www.withingames.net |
Thu Mar 16, 2006 3:02 pm |
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ToddMcF2002
Leader of the Senate
Joined: 10 Jan 2005
Posts: 317
Location: Boston MA |
I'm pretty interested in the Witcher too. I hope it holds my interest because it looks amazing. My biggest concern besides the obvious one (spectator combat system) is the lack of ranged combat. Sure, its true to the Witcher's character but can a passive melee combat game really hold interest for 40 hours? I've seen videos of the combo system. It didn't look particularly active to me but I'll definately give the game a fair shake.
I use a Fighter/Cleric in NWN to break up the tedium but its still pretty boring. If I could just dodge, strafe, swing, block! Ugh. Unfortunately I end up taking a drink of soda and munching a few chips during the "excitement". _________________ "For Innos!" |
Thu Mar 16, 2006 3:15 pm |
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