Mollusken
Fri, 20th Aug '04, 10:10pm
The Australia & New Zealand Atari site has interviewed the famous author of the Drizzt novels, R.A. Salvatore, about his involvement in the development of Forgotten Realms: Demon Stone.
Is it your first work on a videogame, and why did you choose Demon Stone?
It is my first work on a videogame, though that's something I've wanted to do for a long time. I didn't really "choose" this, as much as the offer was made to me. As I said, I've been thinking of it for a long time - I'm interested in seeing how the relationship between a storyteller and a game designer might work out - so I jumped at the opportunity.
How do you provide enough depth for the characters when the cut-scenes need to be short to keep the action flowing, but you also need to create backgrounds for these characters with little dialogue?
Not an easy task, believe me. Again, I think it involves the story. If we can make the person holding the controller feel like he's adventuring with this group on an important quest, then the characters will take on dimensions to that player far greater than anything we "programmed" in. It's a matter of player interest.
Read everything here (http://www.atari.com.au/news/?action=view&id=748).
[ August 20, 2004, 23:32: Message edited by: Taluntain ]
Is it your first work on a videogame, and why did you choose Demon Stone?
It is my first work on a videogame, though that's something I've wanted to do for a long time. I didn't really "choose" this, as much as the offer was made to me. As I said, I've been thinking of it for a long time - I'm interested in seeing how the relationship between a storyteller and a game designer might work out - so I jumped at the opportunity.
How do you provide enough depth for the characters when the cut-scenes need to be short to keep the action flowing, but you also need to create backgrounds for these characters with little dialogue?
Not an easy task, believe me. Again, I think it involves the story. If we can make the person holding the controller feel like he's adventuring with this group on an important quest, then the characters will take on dimensions to that player far greater than anything we "programmed" in. It's a matter of player interest.
Read everything here (http://www.atari.com.au/news/?action=view&id=748).
[ August 20, 2004, 23:32: Message edited by: Taluntain ]