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San Diego, CA 08/21

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Evening Q&As

  • Jade Empire
    The Jade Empire PC Q&A on FiringSquad talks with Diarmid Clarke about the coming PC edition of BioWare's RPG: "Jade PC remains absolutely faithful to the original story our writers wanted to make, so we didn’t want to add arbitrary new content which would not fit with the writing vision. But we did focus on adding 3 main layers of development: 1) Providing the PC player with the technical improvements that they expect and demand, such as improved resolution and great keyboard and mouse control, 2) New content such as cool fighting styles and monsters, and 3) Really enhancing the combat and balancing to improve the gameplay experience."
  • AIAS
    A Sit-Down With AIAS President Joseph Olin on Digital Trends talks with the head of the Academy of Interactive Arts & Sciences about his organization: "We try to stand up first and foremost for developers, the individual artists and sound and design people who are really at the core of the game-making process. I don't want to take anything away from publishers – without their financial resources a lot of great titles would never see the light of day. But the Academy is really here to recognize the work itself, not necessarily the brilliance of a marketing decision. I think for publishers, what the Academy does is provide an extended window to market and promote a game. Why? Because it was recognized by game makers as being a singularly great title out of the 800-plus titles which might ship in any given year."
  • The Broken Hourglass
    RPG Vault's The Broken Hourglass Q&A - Part 1 talks with Jason Compton about Planewalker Games' upcoming fantasy-themed RPG: "We don't make any secret out of the fact that the Infinity engine titles, particularly Baldur's Gate, its sequel and Planescape: Torment, have keenly and directly influenced our design - because those are the games we enjoyed playing, and the ones whose successors are most profoundly missed. Rather than focus on a slavish reproduction of the Infinity experience (which is both impractical and unnecessary), we've simply used its most successful gameplay concepts as a base, and built our own notions on top. Our novel magic system, for instance, has received positive early notices from some core RPG fans, and we hope to deliver on those expectations."
  • Postal 3
    Gamasutra's Postal III Q&A talks with Vince Desi of Running With Scissors about the coming continuation of their outrageous shooter series: "First, I think that game developers have forgotten we’re in the game business; we don’t make movies or write books, we make games. That said, I’ve always considered Postal an expression in free will for both us as developers and for the people who play games. Our audience has always been somewhat older and more appreciative of our dialogue and general stab at American pop culture. In fact, I think the message is very clear and simple: you are responsible and held accountable for your own actions. Wouldn’t it be nice if that was the case in reality?"

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