Two Worlds Interview
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Q: What do you consider the notable features and elements in Two Worlds that haven't received very much attention so far?
A: I think people have recognized the character customization / development capabilities of the game, but I think there are some other key elements they've missed. For example, something many people might not know is that even when you decide on a job and allocate your skill points, you'll still be able to change it. There are "career changer" characters located throughout the game, talking to them will allow you to change your choice.
Some other games let you do so, but you'll probably have to start from the bottom and work your way up. We've made it so you can free up some of your existing skill points from your previous career and carry them over to your new one. It makes experimenting with different types of characters less of a risk since you don't have to worry about screwing up a character you like or rebuilding from the ground up. It really speaks to the creativity of players; we wanted to make sure there would be nothing to hinder that.
Another thing is the story of the game and how influential it is depending on the player's choices. We've created a living, breathing world for the player to participate in. I say that because there is a twofold aspect to the story and how the game plays out. Having a completely interactive story is key to enveloping the players and allowing them to create a real bond with the world. They will take part in the main story, the conflict over the temple, and help the plot progress. However, they will still be able to choose their own quests, challenges, etc.
Whatever you do will have a profound impact on the world and you'll be able to see the repercussions of your decisions in every aspect of the game. You can even play all sides of the field. There's nothing saying you can't work for more than one faction in the course of the story, and there's certainly no rule against trying to get everything you can from them in the process. These aspects of the story are what we're hoping will really draw people in and get them deeply involved with the game.