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Latest Baldur's Gate Enhanced Edition & General News Headlines:

» Kai Rosenkranz - Risen Rewards Update - September 15, 2014, 6:11 pm
» InSomnia - Forums Up in Test Mode - September 15, 2014, 6:11 pm
» Gamasutra - Branching Conversation Systems - September 15, 2014, 6:11 pm
» Sienna Storm - Interview & Kickstarter Update - September 15, 2014, 6:11 pm
» Seven Dragon Saga - Interview @ Combo Breaker - September 15, 2014, 6:11 pm
» Battle Brothers - Questions & Answers Update - September 15, 2014, 6:11 pm
» Dragon - Early Access FAQ Posted - September 15, 2014, 6:11 pm
» Graywalkers - Kickstarter Update - September 15, 2014, 6:11 pm
» Feargus Urquhart - Interview #4 @ Matt Chat - September 15, 2014, 6:11 pm
» Liege - Post-Funding Update #29 - September 15, 2014, 6:10 am


Latest Active Threads on Boards o' Magick:
SP guide error? (Baldur's Gate 2: Shadows of Amn post by Ragusa)
Pillars of Eternity Abilities (Pillars of Eternity post by Marceror)
Initial Gameplay Difficulty (Featured Polls & Comments post by SlickRCBD)
Scottish Independence, Yay or Nay? (Alley of Lingering Sighs post by henkie)
Kai Rosenkranz - Risen Rewards Update (Game/SP News & Comments post by RPGWatch)
InSomnia - Forums Up in Test Mode (Game/SP News & Comments post by RPGWatch)
Gamasutra - Branching Conversation Systems (Game/SP News & Comments post by RPGWatch)

Kai Rosenkranz - Risen Rewards Update
Posted: September 15, 2014, 6:11 pm by RPGWatch

Kai Rosenkran's is now offering a Risen fan Teir for anyone who wants want to help support his funded Kickstarter album. So here are the details of the new backer tier.

RISEN FAN« Reward Tier now open!
This is just a quick update to inform you that the RISEN FAN reward tier is now available. As announced previously (watch video), it contains the following for $196:
  • An exclusive RISEN t-shirt designed by myself
  • A pamphlet with sheet music for RISEN 1
  • A piece of RPG underwear
  • A Journey Home picnic blanket
  • A Journey Home special GIFT BOX with some surprises and an autograph card
  • A Journey Home sheet music book
  • A Journey Home t-shirt
  • The Journey Home deluxe album on audio CD
  • Your appearance (name & picture) in Hero Backers video
  • A "Thank You" tweet / Facebook posting to your accounts
  • All downloads (album, sheet music, medley, "thank you" card)
All physical rewards have been revealed and the vinyl edition is announced as a stretch goal, so here's the final overview.
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InSomnia - Forums Up in Test Mode
Posted: September 15, 2014, 6:11 pm by RPGWatch

Studio MONO's latest update for InSomnia brings news that the official forum are now up.
InSomnia Forum UP in Test Mode
Hello to all of our backers and followers! We have some very news today: Our forum is finally up, in test mode but you can already use it! Registration is open for everybody; the forums themselves are set to read-only for unregistered guests, while posting is open for everybody with an account.

We also ask you to acquaintance yourself with the rules - they're short, seriously, give them a glance. Also, please keep in mind that the forums are basically in a beta. Pretty much everything can change, expand or, on the contrary, get deleted. If you have any ideas or thoughts about the structure of the forum - give us a notice! There's a special topic ready for your suggestions.

The forum is available here: http://www.insomnia-project.com/forum-3/

In other news, we've began to actively collaborate with those fans who wanted to help InSomnia professionally - 3D modellers, artists, composers and others. We've collected quite an amount of interesting, quality content, which we'll start compiling and showing off for everyone who's interested - and all of this content will make it's way into the game! That's it for today! See you on the forums!
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Gamasutra - Branching Conversation Systems
Posted: September 15, 2014, 6:11 pm by RPGWatch

Gamasutra has two interesting articles about Branching Conversation Systems from Alexander Freed. You can read the first article by clicking the following link.
Video games are bad at handling conversations. Video games are especially bad at handling interactive conversations. There's a reason most classic games are remembered for their gameplay or atmosphere rather than their dialogue: talking isn't a strength of the medium.

But dialogue is a powerful and versatile storytelling tool-it characterizes, it builds relationships, it turns subtext into text, it gives rhythm and pacing to scenes, it creates an "index" of key words and phrases to a narrative, it brings drama into quiet moments... and so on. Foregoing dialogue altogether enormously limits the kinds of stories a video game can tell. So we've been using it from almost the beginning, despite our better judgment.

Basic non-interactive dialogue is easy. Screens of text or lines of voiceover are simple to deliver. Yet this approach inevitably turns the Player (the person behind the screen, as opposed to the in-game Player character) into a passive consumer of content.
The second part of his post can be read here.
So you've decided that a branching conversation system is the best choice for your game. You've got the writing and programming expertise to make it work, and the budget to support implementation and testing. But how will your system really function? You know your high-level goals, but it's time to refine.

In this post, we'll discuss some of the largest design decisions you'll need to make before writing begins.
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Sienna Storm - Interview & Kickstarter Update
Posted: September 15, 2014, 6:11 pm by RPGWatch

Digital Knights the Street espionage PC game failed to get to funded and only managed to earn $17,049 of the asking $179,000 goal.

They have one last update to read.
To all units: retreat and regroup. We gonna win next time
To our dear Sienna Storm backers,

It is with saddened hearts that we officially announce the "dissolution" of our current Kickstarter project. We appreciate all the constructive feedback you have given us, and we thank you from the bottom of our hearts that you have stuck with us to this very moment.

Your support and feedback is valuable to us and it will be the key to the complete development of Sienna Storm. We want to share this game with you all, so we will look into different reasonable opportunities and probably even relaunch on Kickstarter at a later time.

Please stay tuned, like us on Facebook or follow us on Twitter so that you will be the first to know all of the updates and news on Sienna Storm!
The developers also did a follow-up interview with Redbull.
It's been a learning lesson for the team, but they're not too disheartened, and will consider other options before turning to publishers, the old-fashioned way.

"We haven't approached any publishers yet, because our priority is to keep the rights within Digital Knights and build a strong Sienna Storm brand," Filipov tells Red Bull. "But we're open to any business discussions a publisher or a strategic partner would like to have, because there might be proposals that let us stay independent and grow."

"Trust us when we say that we will be back and Sienna Storm will be a success!" In other words, the developers at Digital Knights haven't played the last card in their hands just yet. Not by a long shot.
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Seven Dragon Saga - Interview @ Combo Breaker
Posted: September 15, 2014, 6:11 pm by RPGWatch

Combo Breaker posted a new interview with Tactical Simulations Interactive president David Klein and provided a translation for English readers.

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Battle Brothers - Questions & Answers Update
Posted: September 15, 2014, 6:11 pm by RPGWatch

Overhype Studios has a new update on Steam with more Questions & Answers.
Frequently Asked Questions - and Answers
As time flies by a lot of interesting and important questions regarding Battle Brothers pop up. We want to take the time to answer some important ones. If you have any more questions just ask in the comments or start a discussion!

Q: Is the game a sandbox or does it have a linear progression with a beginning and end?

A. Battle Brothers will have a completely open world which doesn't restrict the player to go anywhere based on story progress, but only on being able to survive. Concerning progression, the game will have a beginning and an end given by the general setting, loosely framed within a narrative related to one of several "greater evils". There'll also be several milestones along the way, though they don't necessarily have to be completed in linear sequence or at all. We won't have forced and repetitive story missions that conflict with our open world gameplay or get in the way of replayability. However, the ultimate goal of every campaign will be to destroy the source behind the "greater evil" and stop the invasion. At some point the player will have to face the enemy or see the land get swept away.
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Dragon - Early Access FAQ Posted
Posted: September 15, 2014, 6:11 pm by RPGWatch

Red Level Games posted a FAQ on Steam about Early Access for Dragon.
Release Questions
  1. Early Access Release Date: September 19, 2014.
  2. Early Access Price: $17.99
  3. Early Access Launch Week Price: $14.99
  4. Estimated Retail Release: Summer or Fall 2015.
  5. Platforms: PC, Mac, Linux. Mac and Linux versions may be released after PC.
  6. Consoles: If we are successful we would love to release on consoles.
  7. Distributors: Steam Storefront. We are also considering the Humble Store, Gamer's Gate, Good Ol' Game, Greenman Gaming, and IndieGameStand.
Game Questions
What is Dragon: The Game?


Dragon: The Game ("Dragon") is an open-world action RPG, where you will play as a living, fire-breathing dragon! A dragon will be able to:
  • Explore and hunt over a vast fantasy world.
  • Eat, grow, and gain power; customizing your dragon's traits and abilities along the way.
  • Establish lairs, claim territory, and amass untold hordes.
  • Battle other dragons and fantastic creatures.
  • Topple buildings, raze villages, and torch forests on destructible worlds.
  • Impact the world's economy and development through your actions.
  • Interact with villagers, kingdoms, and other mighty creatures. Will you be a benevolent guardian or a ruthless tyrant?
  • Create a legacy. Your dragon's descendants will inherit powers and traits from their parent.
Will the game support multi-player?

Dragon will support multi-player through Photon.

Will dragons be able to use magic?

Yes, though magic will not be included in the initial Early Access version of the game. We want to determine what magic system will best complement the other features of the game, so we feel it is best to implement in later stages of development.

What does treasure do for my dragon?

Gold and other wealth will increase your dragon's dominance and influence in the world and will be worked into several game mechanics. Collecting rare items, artwork, and other loot will be a significant part of the game and will reveal the lore of the world in addition to providing benefits to your dragon.

Will Dragon be crowd-funded?

We will pursue crowd funding for Dragon based on the community's response to the Early Access.
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Graywalkers - Kickstarter Update
Posted: September 15, 2014, 6:11 pm by RPGWatch

Dreamlords Digital has posted news that the Kickstarter relaunch of Graywalkers: Purgatory will be on September 24. So fingers crossed it doesn't get delayed once again.
Hello everyone. We will be submitting our page to Kickstarter this weekend to get it approved. It normally takes 2-3 days for approval. Assuming there are no issues with the page and it gets approved, our target launch will be on September 24.
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Feargus Urquhart - Interview #4 @ Matt Chat
Posted: September 15, 2014, 6:11 pm by RPGWatch

Matt Chat posted the fourth video interview with Feargus Urquhart the CEO of Obsidian Entertainment, and he talks about KOTOR II, NWN II, FO:NV.

Feargus is back one final time (for now!) to chat about Obsidian. We talk about the behind-the-scenes drama with these titles before getting into Dwarves, a game based on Snow White that was cancelled after a year of production. We wrap up with a discussion of being a boss, and how to reject somebody's ideas without making an enemy.
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Liege - Post-Funding Update #29
Posted: September 15, 2014, 6:10 am by RPGWatch

John Rhee of Coda Games has released a new post-funding development update for his funded RPG Liege and it included a new video to watch.

Apologies to those of you who were looking forward to the alpha release with this update- I decided it'd be better to take some more time to polish things up a bit rather than disappointing with a rushed build. Things are taking longer than planned, but we're getting a lot done and hopefully you like what you see so far!
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Unbended - Some Questions & Answers
Posted: September 14, 2014, 4:50 pm by RPGWatch

The developers of the Sacred inspired ARPG game Unbended have updated their FAQ on the website to answer a few more questions from a few different supporters.
Never fear. We have neither fallen asleep nor have we lost interest in our baby. During the last two weeks there was a lot of organizational matters and technicalities on our schedules. In the current phase of the project, that's unfortunately not avoidable. But we promise to improve and we'll try to give you something more tangible in the coming week. Stay with us and have a nice week. For now, there's the next round in our very popular category "Questions and Answers on UNBENDED".
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Worlds of Magic - New Patch Released
Posted: September 14, 2014, 4:50 pm by RPGWatch

Wastelands Interactive uploaded a new patch on Steam for the early Access version of Worlds of Magic. So here are the details of the fixes and changes from the patch.

New (1424M) build is up A new patch has been uploaded. (Windows only, Linux and Mac to be uploaded on Monday) We tried to address as many issues as possible.

Below is the changelog.

We would really appreciate your feedback.
  • [fixed] You can transmute 0 mana for 0 gold in alchemy-
  • [fixed] Unit switcher above the minimap is not centered
  • [fixed] Blue moon didn't apply it's bonus to research from Sage discipline
  • [changed] Disabled forge
  • [fixed] Not working next page button on spellbook
  • [fixed] The game shouldn't crash from out of memory error while generating any more
  • [fixed] Default race on surveyor was always DRACONIANS
  • [fixed] Expanding "sort by lord" popup on enchantment list caused enexpected behaviour
  • [added] Tooltips for mirror panel
  • [fixed] Fixed many in-game texts
  • [fixed] Win/lose conditions
  • [fixed] Weird city-targeting spell issues
  • [fixed] Enchantment panel
  • [fixed] There was one additional militia unit during battle which wasn't shown on city screen
  • [fixed] Amount of turns remaining to finish research wasn't updating (visual only bug)
  • [fixed] Crash when opening abilities minipanel for some units
  • [fixed] Army selection and destination flag animations are no longer fps-dependent
  • [fixed] Number of opponents and world size drop down menus have wider colliders
  • [tweak] Adjusted surveyor panel depth
  • [tweak] Adjusted battle summary depth
  • [tweak] Map, history and forge buttons are grayed out and unclickable
  • [fixed] Owerwriting a file didn't update it's date
  • [fixed] Units were losing exp after loading
  • [fixed] Random obstacles will no longer generate during city siege
  • [fixed] Bless duration (was 0)
  • [fixed] AC modifying spells were not working
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Sinister Design - Against the Cult of Simplicity
Posted: September 14, 2014, 4:50 pm by RPGWatch

Craig Stern of Sinister Designs has a new post about the Cult of Simplicity.
While at Indiecade in 2013, I had the pleasure of listening to Brenda Romero give an inspirational talk (one which she has evidently delivered elsewhere since) themed after the movie Hiro Dreams of Sushi. It was a talk about seeking perfection in game design. She described a triangle with one corner labeled on time, another labeled on budget, and a third labeled great. She exhorted the audience to disregard the "on time" and "on budget" sides of the game development triangle, and instead aim for a game that is truly great at all costs.

Brenda is a funny and dynamic speaker, and it made for a very entertaining talk. I would have enjoyed it without reservation but for one moment where she exhorted the audience to design games centered around a single core mechanic. Romero indicated that that was the only way to design something truly perfect. I considered asking her to defend that position in the Q&A that followed, but I hesitated. "I already have a bit of a reputation as a gadfly in the indie community," I thought to myself. "And I like Brenda. Is this really a battle worth fighting?" I chose to let it go-but the memory of that moment continued to nag at me.

Later on in the weekend, I dropped by a tent where Jeremy Gibson was giving a talk on game design. I don't recall the name of the talk, but it struck me as an intro-level lecture for folks who had not been making games for very long. He, too, apparently felt obliged to spend some time telling the audience to make games with only a single core mechanic. He did not give a reason; he did not limit his statement to new designers who are just finding their feet. He simply said that game designers should do it. Full stop.

Now, here's the thing: I genuinely enjoy games that employ only a single core mechanic. But I also enjoy highly complex games that leverage many different systems, and I admit that I am deeply uncomfortable with the thought that leaders in the indie community are running around telling everybody that one of these is somehow better than the other.

Before we get into the repercussions of telling people that a game with a single core mechanic is preferable, I want to take a step back and examine the merits of the contention itself: is it, in fact, actually better to have a single core mechanic?
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Age of Wonders 3 - New Patch & Dev Journal
Posted: September 14, 2014, 4:50 pm by RPGWatch

Triumph Studios announces patch 1.4 for Age Of Wonders III is now in Beta on Steam.
As we're ramping up for the Golden Realms Expansion set to be released September 18th, we're first going to talk about the accompanying v1.4 Patch. There's a huge list of changes below, but the stand out features of the patch are:

  • A whole bunch of AI improvements and fixes, including: a more aggressive AI, trespassing updates, AI surrendering, etc.
  • Updated disjunction mechanics. See Dev Journal: New Disjunct & Spell Mechanics for details. This also includes changes to abilities removing buffs and debuffs to make these consistent with the disjunct mechanics and more interesting overall.
  • Non-Hero units can now continue levelling up beyond "Elite" and the level cap for Heroes has been razed.
  • Added an option to disable observing other people's Manual Battles, such that the units and spells of other Players are no longer revealed.
  • Tactical spells balance update, making them - and especially buff and debuff spells - more viable and fun.
  • An update to all Elementals, adding more variety to their strengths and weaknesses.
  • Multiple balance changes - specifically to Arch Druid and Rogue units which - adding racial diversity.
  • Changes Happiness and Morale to make these systems more interesting. Includes changes to Skills, Abilities and Status Effects to add more active and direct ways of influencing Morale.
  • Addition of the Package Manager to facilitate user made maps. This including Steam Workshop support. See here for a guide on how to use it!
They also released a new Development Journal about Wild Magic.
Hi there, here's a look at another new feature from the upcoming Golden Realms expansion. This time it's the new magical sphere of Wild Magic. Players who choose this specialization have the ability to direct the flow of raw magical energy for spectacular results.
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Dragon - Interview @ IndieGames
Posted: September 14, 2014, 4:50 pm by RPGWatch

IndieGames interviewed Erik Johnson of Red Level Games to ask a few questions about his Dragon focused ARPG.
Let us get one thing out of the way first... Will we really get to play as fully grown dragons in Dragon?

Yes -- no false advertising on that front. And not just any dragon, your dragon. We want the game to contain a really robust character creator, and for players to have a variety of branching options as their dragon gains experience and evolves (through various means such as completing quests, eating, sleeping, and so on). A fledgling version of the character creator will be in by Early Access next week, and it might still be possible for us to release it ahead of the 19th -- which would give those interested a chance to customize a bit ahead of jumping into the first public Alpha build.

And, in a nutshell, how will the game play?

Similar to an action RPG, but you're a dragon as opposed to a humanoid protagonist -- meaning you can fly. We haven't taken that portion of it lightly either. A few of us on the team spent a good amount of our time on the road this summer, attending conferences (including PAX Prime, Dragonflight and Denver Comic Con) to build awareness as well as get feedback from attendees on the game's concept and our flight and combat mechanics. I remember worrying that without the RPG layer in at the time, people would see it as a lackluster tech demo. Instead, we had trouble getting folks to give up their seats for the next in line. They wanted to explore all corners of the world by air, and it became clear that many of those who tried the game found flying around the small biome we created for the demo to be its own special experience. I'm not sure how to describe it, maybe relaxing? Cathartic? Regardless, it allowed them to cut loose as a dragon and we know that's the crux of it all.

Another one of our top priorities is to have the initial co-op/multiplayer layer in for our Early Access Launch next week, as we're aiming to develop content that will specifically cater to various PvE and PvP bits as we move toward official launch. We'll be relying on early adopting players to help us test out these new features as we introduce them, along with other aspects of the game like mod tools.
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