Metalheart: Replicants Rampage Interview
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Q: With so many other RPG titles out there, what did you do to try and avoid falling into too many clichés?
A: As you know, there are only about 30 typical dramatic situations in our life. Art - and game development as a considerable part of it - only mirrors such situations. So there are very few opportunities to discover something really revolutionary. So, the project is considered good if it includes a piece of it, a part of this and a small bit of that, thus consisting of a rational mix of many known elements. A developer should just present a fresh look on such a mix. The sum-total ought to add up to convey a touch of brilliance. Concerning some RPG stamps, I must point out that the players themselves might miss some good-old long-forgotten clichés, in other words - isometric view, post-apocalyptic world, random encounters. Well, you get what I mean.