Dungeon Siege II Interview
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Q: Let's talk big-picture for a second. How do you create a hack-'n-slash game that doesn't get monotonous? How do you keep presenting the character with interesting decisions, instead of "click on monster, repeat?"
A: This question alone has consumed a good portion of our design time. The real answer is long, but the short version is . lots of game content, scripting, A.I., storytelling, and world interaction. All of these elements come together to constantly keep it interesting. We use all these elements to produce a paced, engaging challenge/reward cycle in the game that keeps the player coming back for more. Working on this part of the game requires an enormous amount of effort, but that's what we believe is going to give people a rich and compelling experience.