| Hyborian Adventures Status Interview #1 -RPG Vault
Game Director, Gaute Godager gives us a status update on the games progress through a Q&A at IGN's RPGVault.
Jonric: Why were large-scale sieges something you decided to implement fairly far along in development, and what has been most challenging about designing and creating it?
Gaute Godager: We decided to add this into the game system at the later stage because it built, both technically and logistically, on so many other parts such as crafting, general PvP combat, guild systems, city building, siege weapons and gameplay, etc. It was simply the culmination of so many technical systems that we saw it as the ultimate step in this direction.
The major challenge here design-wise, I think, was to strike the right balance between supporting something grand and epic for the larger guilds, and something accessible for many players. It is like raids. You want people to yearn for them, to have a real desire to take down the toughest, meanest and most interesting bosses you have to throw at them, and at the same time, to have tidbits of this great gameplay accessible early enough for people to crave it. This requires a fine balance between holding back the best for last and in-game promotion.
The interview is fairly in-depth and covers a range of topics about the development process.
You can get the full story here.
Permalink |
Hyborian Adventures Status Interview #1 -RPG Vault
Game Director, Gaute Godager gives us a status update on the games progress through a Q&A at IGN's RPGVault.
The interview is fairly in-depth and covers a range of topics about the development process.
You can get the full story here.
Permalink