Describe some of the RPG aspects you intend on having in the game (character creation, stats, equipment, etc). The one thing DeathSpank is missing from the traditional RPG is character creation, since the game revolves around the character DeathSpank. How are you combining the adventure and RPG elements? What will the balance between the two genres be? More adventure or more RPG? Players will build those up over time, customizing DeathSpank to fit their play style and challenges the game throws at them.īut, there are a lot of different stats, equipment and abilities in the game. Good question and probably the hardest thing about designing DeathSpank. If there were ever two genres that belonged together, I think it's Adventure and RPG. They share a lot in being story and world focused. But there are also differences, mainly in what motivates players to move forward and how they attack problems. An adventure game can be described as a bunch of immovable objects you need to navigate your way around, and a RPG is a bunch of really heavy objects you need to push out of the way. I would be lying if I said it's not a constant challenge to balance the two. What about dialog? Will there branching dialog trees? Kennedy once said of the moon landings: We do these things, not because they are easy, but because they are hard. Yes, the way you interact with other characters (besides beating on the them with a sword if the need arises) is humorous Monkey Island style dialog trees. In the past few years this has become a lost art. Players today don't seem to enjoy a good conversation, or maybe it's that no one is giving them a good one to enjoy.
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