Kingdoms of Amalur: Reckoning Interview
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``When I came onboard the team had a rough idea on how things would play out but there wasn't anything concrete or uniformed. Basically five entries in a monster manual when you get down to it,'' Mr Salvatore said.
``We bounced ideas back and forth for the better part of six months and came up with a `skeleton' of a storyline. But there was such a great level of excitement and enthusiasm behind the project that I knew we were on to something special.''˜
Revolving heavily around philosophy and logic, Mr Salvatore says his design process stems from a skewed variant of human history.
``We ask questions like, `If you can throw a lightning bolt, would you invent a gun?' Would it be worth it?'' Mr Salvatore said.