Warren Spector & GTA Warren
Spector clarifies GTA critique on GameSpot offers a lengthy follow-up
from Warren Spector on the coverage of comments he recently made about Grand
Theft Auto (story), and how they have been used by Jack
Thompson in his anti-gaming crusade: "After I got your mail, I did some
checking and found that the headlines associated with some of the stories
about my GTA comments were far more inflammatory than anything I said.
Happily, I also found several discussions on a variety of online forums that
actually made me feel pretty good--gamers are having a pretty nuanced
discussion of what I think is an interesting and important topic (i.e., what
our content says about us as a medium)."
Lord British OGaming's
Richard Garriott Q&A talks with the famed designer about Tabula Rasa,
his upcoming MMORPG: "There are two main areas we think will breathe new
life into this genre. The first is combining the pace and feel of a shooter
with the mechanics and ease of play of a role-playing game. We are combining
things like movement and cover affecting accuracy with character skills and
attributes into what we think is a very new gameplay experience. The second
is Dynamic Battlefields, where player actions have a tangible (albeit
temporary) affect on the state of play. For instance, players might go on an
instanced mission to deactivate a power station. This in turn will decrease
the effectiveness of enemy base defenses in the persistent space making it
easier to assault a base."
Elder Scrolls IV: Oblivion bit-tech.net's
Elder Scrolls IV: Oblivion Q&A talks with Bethesda's Gavin Carter about
the upcoming RPG sequel: "The forests and grass do animate differently in
response to changing weather conditions. There are also ambient effects to
increase your sense of immersion like leaves falling from trees, butterflies
flying around, and birds chattering in the trees above you. No cloth physics
unfortunately. We found they are a huge sink for processing time and we'd
rather spend it in places that really make a difference to the gameplay like
AI. Arrows will shoot through the air using physics; arcing based on force
and gravity. Wind won't blow them off course however. I think that would
really decrease the fun of archery, and you'd start wanting to clutter the
UI with things like wind indicators."
Huxley Q&A on Huxley-Nexus discusses Webzen's upcoming Unreal-engine
MMORPG with Kijong Kang: "Vehicle usage will be very important in terms of
strategy. And vehicle types are divided into three different categories:
Assault, Transport and Support. Advanced vehicles might be more multi
functional, but we are still investigating the most suitable and attractive
form of those. We will be providing a lot more information about this to the
public in the future."
Chronicles of Spellborn RPG
Vault's The Chronicles of Spellborn Q&A Part 2 continues this
conversation with Barry Hoffman and Corwynn Maelstrom about the upcoming
MMORPG: "We do have magic incorporated in the game, and there will be three
different classes that will specialize in it. But our classes aren't as
restrictive as most MMOs; other classes (including the tanks) will have
magic related skills if they chose to develop them. The types of magic will
differ between classes as well, so that certain types of magic are utilized
by different characters."
Heroes of Might & Magic V The
Heroes of Might & Magic V Q&A on GameSpot discusses the Academy Faction
from the upcoming sequel with Alexander Mishulin: "Unit generation happens
weekly, as it produces an additional inside cycle in the game. Of course,
some may say that visiting town every week in order to get new units is not
convenient, but this provides for a better balance. Weekly generation better
fits the whole concept of the series: traveling, adventures, and fights.
This way, after a big army defeat, you will have to plan your actions, say,
whether you should stick around to the closest city, gathering the resources
and waiting for the next army to generate, or whether you should ride full
speed to another town."