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Two Worlds: Interview #1 @ RPG Vault
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Dhruin
Stranger In A Strange Land
Stranger In A Strange Land




Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia
Two Worlds: Interview #1 @ RPG Vault
   

Timing it nicely with the opening of the Two Worlds site, RPG Vault has the first part of an <a href="http://rpgvault.ign.com/articles/693/693265p1.html" target="_blank">interview</a> with Project Leader Miroslaw Dymek. The answers are long, so here's a multi-paragraph snip:<blockquote><em><b>Jonric: What range and balance of gameplay are you trying to achieve, what kind of gamer will it appeal to most, and how much emphasis are you putting on replayability?</b> <br> <br>Miroslaw Dymek: The game is easy to use. Steering is simple, and the more complicated elements of the UI have been redesigned to resemble natural and commonly used actions in the real world. One of the most crucial points in our philosophy is to create an interface that you will enjoy. When referring to interface, there is a notion like "transparency" which is also a kind of measure how "good" the UI is. We think it should be transparent in some places and in more than simply visible in others. The players should have lots more fun when rummaging through inventory, browsing and assembling spells and items, buying and selling. If RPGs are about managing heroes, let's make this management a part of gameplay! With this approach being quite "organic", I would say even inexperienced players will be comfortable with the game. <br> <br>Another thing is the setting and theme. Two Worlds is rather serious and dark, and the story is designed for mature players. I really hope it will appeal to younger gamers too, but definitely, this game has nothing in common with a fairy tale. <br> <br>The "maturity" of the game reflects also in the range of influence the player has. There is quite a serious degree of freedom in what to do and how to do it. Many problems can be resolved with completely different effects observed in the world. Summing it up, the game is rather demanding in terms of gameplay complexity and theme, but steering should be accessible for everybody. <br> <br>As for replayability, it is quite possible that you will not see all the content in the first run. There is also a multiplayer mode, with unlimited character development, loads of stuff to collect and just sheer fun slaying monsters with your friends. The game scales the challenges and rewards to your level so it should keep you glued to the screen for long time.</em></blockquote>
Post Sat Mar 04, 2006 1:21 pm
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Acleacius
King of the Realms
King of the Realms




Joined: 24 Dec 2002
Posts: 453
   

"There is also a multiplayer mode, with unlimited character development, loads of stuff to collect and just sheer fun slaying monsters with your friends.'

This sounds like Coop to me, woot!
Post Sat Mar 04, 2006 1:22 pm
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corwin
On the Razorblade of Life
On the Razorblade of Life




Joined: 10 Jun 2002
Posts: 8376
Location: Australia
   

This game looks like it might compete with Gothic 3 for my attention later this year!! I've bookmarked the official site and plan to spend some time checking it out in detail!!
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Post Sat Mar 04, 2006 11:45 pm
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ToddMcF2002
Leader of the Senate
Leader of the Senate




Joined: 10 Jan 2005
Posts: 317
Location: Boston MA
   

I havent seen so many gameplay promises since Dungeon Lords


Sorry - don't want to curse it or anything but I had to throw that out there. Taken at face value the game does look exceptional. This is the "Earth 2160" developer so they know what they are doing.

Good luck guys!
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Post Mon Mar 06, 2006 8:34 pm
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