Dungeons and Dragons Online Interview at GameBanshee
Posted Sunday, February 8, 2004 - 23:52 CET by chevalier

GameBanshee have interviewed Ken Troop, Turbine's Lead Designer for Dungeons and Dragons Online. They speak about character advancement and quests. Here's an excerpt:

GB: Since we haven't spoken with you since October, can you give us a brief update on what aspects of the game you've been working on over the past few months?

Turbine: Our number one issue has been combat - working on class roles in combat, feats and spells, initially focusing on melee. Melee combat has traditionally been exceedingly boring in MMPs, but we think our combat is shaping up to be anything but.

We’ve been doing a lot of work done with our engine, trying to break away from the "feel" of older MMPs. Common complaints about MMPs focus on how static and unengaging the play can be: Pull! Inc! Taunt! Nuke! Heal! Rest! Ding! Grats! Repeat! While it's a tried and true formula, it's also a tired one. As MMP players, we have already played that game several times over. We like rewards, but we don’t want that to be the only point. So we’re concentrating on giving combat an intense visceral feel, while using the strengths, weaknesses, and abilities of the D&D classes.


Read the rest at GameBanshee.


Name:
E-mail:
Password (staff only):
Comment: