[Feb 09, 2006, 02:22 am ET] - Share - Viewing Comments
for Something Different on Next Generation asks Human Head's Chris
Rhinehart to pray tell of their upcoming first person shooter: "When we
were first talking about Prey, we wanted the ability to walk on walls and
walk on the ceiling. Because we're dealing in alien environments, we can do
that - it's part of the alien structures. While we were doing this, we
decided we didn't need ladders or anything more either, so we trimmed those
out of the design. If you want to get from a low-point to a high-point,
we've got these wall-walk surfaces. You're basically kind of stuck to them,
so if you get shot, you're not going to get knocked off of it. Originally,
we made it so you would fall off of them, but that was totally not fair. The
only way you can get off of these surfaces is if you walk off of it or jump,
so you just hit the jump key and you'll flip off."
Timeshift Q&A talks with Matthew Karch of Saber Interactive about their
4D first-person shooter: "In some respects it has made the game harder and
in some it has made it easier. It is harder because we have had to design
the game very differently than standard shooters. The ability to control
time has required us to come up with creative ways to place opponents and to
ensure that the level of difficulty is just right. From both a design and
programming standpoint, the time features have made the game much more of a
challenge than a standard shooter."
- Neverwinter Nights 2
Neverwinter Nights 2 Q&A talks with Ferret Baudoin of Obsidian
Entertainment about the D&D RPG sequel: "We started with the Aurora engine
as a base, but many parts of it have been rewritten completely. But having
Aurora has freed us up to do a great deal. We've got new spells, new feats
and a new ruleset we're using. The AI has also been taught a few new tricks
which should make dungeon romping a tad more exciting. (Insert DM cackling
when those fun little tricks are revealed!)"
- Auto Assault
Auto Assault Q&A on GameSpot discusses 'Polishing, Tweaking, and
Last-Minute Additions' in NetDevil's upcoming MMORPG with Scott Brown:
"Players are really having fun with the destructive nature of the game. It
seems to be a great deal of fun to drive around and destroy just about every
object in the world. Auto Assault is still a role-playing game, however, and
as such, people also seem to enjoy the dynamic loot system, which generates
a large variety of unique loot."
- C&C: The First Decade
Command & Conquer: The First Decade Q&A discusses the just-released RTS
compilation with EA's Louis Castle: "One of the things that I found
surprising is that even when you are certain you have designed every
possible combination of units or strategies, minutes after letting a group
of fans play, you find out you didn't find half of what's possible. This
single aspect of RTS keeps me coming back again and again. It is a puzzle
that has no closed solution set."
- EverQuest: Prophecy of RO
EverQuest: Prophecy of RO Q&A #2 on MMORPG.COM continues to discuss the
upcoming MMORPG expansion with lead designer Travis McGeathy: "The ability
to set traps will be available to players through a series of new
disciplines and spells that players can learn. By using these abilities,
players can place a trap where they are standing and when an NPC comes
within range of it, the trap will trigger and cause harm to the NPC. There
are a wide variety of traps that players can set, ranging from simple bear
traps to magical wards. Player-set traps can only be triggered by NPCs in
most cases, even in PvP environments."
- Lord British
audience with Lord British on GameSpot is a Q&A with the designer about
his career and joining the AIAS hall of fame: "Hmm. I have three games that
I'm really the most proud of. They're Ultima IV, Ultima VII, and Ultima
Online. I think what you'll see--especially in the first two examples-- that
I'm most proud of, is trying to imbue in the computer games not just game
mechanics, but also a sense of literary storytelling. To try to create
settings and characters and reasons to be there and things to do while
you're there that go beyond 'fight the next monster, collect the next level
of treasure, cash it in and then level up."
Stephen Rippy Q&A on Music 4 Games talks with the composer about the
soundtrack for Age of Empires III.
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