Gas Powered Games Interview, Part One
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Q: Dungeon Crawlers have been around forever, what do you consider to be the most important aspect when designing one?
A: We switched from the Dungeon Siege model where we had a multi-character party and a long game with a thin-ish kind of story, to a much richer story told about a single character who's got a much richer character [referring to Space Siege's protagonist Seth Walker] who's saving humanity. So there's a real, heavier story, it's closer to home about the Earth that you understand and know, as opposed to a fantasy world. So we've really changed it up. It's got a little more, I don't want to sound.I don't know how to put this, but it's a little more Half-Life-like kind of feeling, like you're going through an environment that's a lot more alive. So we're going for something that feel more like that, which is certainly more of a modern approach to design.