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Broken Hourglass Interview On Clan DLAN |
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Clan DLAN, a leading Spanish-language CRPG community, recently published an interview with Planewalker Games about our upcoming title, The Broken Hourglass. Both a Spanish and an English translation are available. A sample is below the line-- P and I - Is The Broken Hourglass going to give the player liberty or will it be a linear game?
JC - Our structure features a small number of critical-path plots which may be completed in any order and a larger pool of subquests. I believe this gives players flexibility to pursue storylines which interest them first, or choose a deliberative approach to build up familiarity with the game (and power within the gameworld) before tackling the majors. But it is not a sandbox--if you wander around aimlessly, you will likely find the game lacking. Others do the "giant explorable continent" thing just fine without us worrying about trying to simulate it. For one, it's not the best use of our storytelling abilities. For another, it's not a very good use of a 2D engine, which makes every square foot of game space relatively "more expensive" than every square foot in a 3D engine. And so on.
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Last Updated ( Friday, 22 December 2006 )
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