PLAYNATION NEWS Gods & Heroes: Rome Rising

Gods & Heroes: Rome Rising - Interview mit Stieg Hedlund

Von Redaktion - News vom 22.04.2005, 00:00 Uhr

Die Crew von MMORPG.com hat ein taufrisches Interview mit Stieg Hedlund online gestellt. Der Lead Designer beantwortet einige Fragen zu der Storyline und den verschiedenene Features des Online-Rollenspiels. In Gods & Heroes wird es sogar einige Nicht-Spieler-Charaktere geben, die den Abenteurer gegebenenfalls bei seinen Episoden unterstützen. Anbei sind weiterhin fünf exklusive Screenshots.

MMORPG.com: The NPC allies system sounds extremely interesting. Can you give us a practical example of how an average battle in this system would play out from a player perspective? 
Steig: With what we are doing there will be far fewer average battles than there will be interesting or dynamic battles. In almost all MMORPG combat, there is basically one, or maybe two, types of strategies: tanks taunts, everyone attack one target (if there is a healer hit it first), use AOEs at will, rinse and repeat, or if you have a chanter; chanter mezzes, tank taunts, everyone attacks one target (if there is a healer hit it first), do not use AOEs, rinse and repeat.

Imagine if your enemies used similar tactics on you, or better yet if they tried to thwart your tactics. Imagine not actually knowing how every single battle will play out before you enter into it, and organizing formations attached to strategies for not only you and your set of allies, but for an entire group of PCs and all of their allies. Now add into that the ability for the game to alter hostile situations based on your group\'s composition, numbers and tactics, and you\'ll get the idea of what we\'re doing.

At the same time, that doesn\'t mean that combat will have to always be complex. We think we\'ve got some pretty ingenious systems and settings and defaults, that will cater to whatever type of gamer dives in.
 

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