NorthStar Interview
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SC: You wrote that missions will vary from game to game and even that seemingly same missions may well turn out very differently. What else can we expect in terms of enhancing replayability? Are there main plot variations, different endings to the game? Oh, and do you always get to find your mom?
MC: Wow, more than an hundred missions and sub missions all with at least one variation and many with 3 or 4 isn't enough replayability for you? ;) Seriously though, there are plot variations at the moment and much of it depends just how and when you do things. Unlike a lot of current RPGs where the universe just sits there waiting for you to get to a mission, time passes in Nstar. And besides, never make too many assumptions about the final point of any story told by Kerberos.
SC: What seems to be a bit of a focal point (please correct me if I am wrong) in Northstar are people. Being an RPG, Northstar lets you pick your character's stats and skills and control his development. Will it also let you do the same for the whole party?
MC: Nstar will definitely be a little more character driven in comparison to the recent genre trend of blurring (trading) with what is, predominantly, a spacefighter combat sim. So character interaction both in use and development will be fairly central to the Nstar experience. We believe you should be able to tailor and grow a crew that fits your style of play.
SC: How specialized is a usual member of your party and is narrow specialization in one area encouraged in Northstar?
MC: Specialization follows fairly realistic lines. A ships engineer will obviously be light on combat skills and heavy on technical skills at least to start with. Depending how you use the character, what tasks they perform and how much experience situations they get through you can shape their development within reason. A (learning by doing) aspect to experience will somewhat limit (My pilot has level 5 neurosurgery now and has never been in a hospital!!) syndrome.