GreedFall Interview
-
Category: News ArchiveHits: 1309
Jehanne Rousseau, the lead writer on Spiders' upcoming “double-A” action-RPG GreedFall, had a chat with GamingBolt recently, where she talked about the game's quests, endings, factions, character development, and more. If you're interested in this upcoming stylish RPG, you may want to check it out. Here are a few sample questions:
The game is designed for a multiple endings depending on the deep narrative and choices you’ll be making along the way. How many endings does the game have?
It’s difficult to say. I would say mainly there are three types of endings. But you can also have the consequences of a lot of other choices. The main [endings] will look a little like the others. For example, the fact that some companions can leave the group, betray you, leave very early in the game, depending on your choices, of course this will change the way you will experiment the endings. So, your relationship is dependent on the faction. So, there are plenty of subtle differences from one to the other. But I think there are mainly three big paths you can find at the end.
[...]
It’s been stated that characters in the game will react to you differently based on whether you’re more prone to using combat or stealth. Does that mean combat is always avoidable, if players should want to choose stealth instead? Are there boss fights in the game that can be avoided this way?
It’s not always stealth. We try to have different solutions to solve the quest. Stealth can be an option in one case, and combat can also be another option. Sometimes you can also bribe [your enemies], or you can have people change their point of view. Or in some case you can craft some items to exchange. It’s not always stealth or combat. It’s not a stealth game, there are plenty of different solutions. We’re really letting the player decide how to handle the situations. Some combat [situations] won’t be avoidable, but we really want some quests to be solved in different ways. You’ll have to fight at some moments in the story, but it’s not always the case. It’s not a bad solution to choose something else.