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Grim Dawn interview @ RPS

made

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http://www.rockpapershotgun.com/2011/08 ... grim-dawn/

It's pretty interesting. Guy talks about the demise of IL and what was wrong with TQ.

Here, have a random out-of-context quote to spark your interest:
Bruno: I think we’re probably unique just in the sense that, while most studios are redesigning their games to be more casual-player friendly, we’re busy making Grim Dawn more complex and probably casual-player hostile.

I think older, traditional PC games had a certain magic that has been lost in most modern games. Bethesda comes to mind as one of the few big companies left still making games with the kind of depth and magic that games had when I was a kid.
 

Icewater

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Bethesda comes to mind as one of the few big companies left still making games with the kind of depth and magic that games had when I was a kid.
Grim Dawn confirmed for shit.
 

Volrath

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...an indie development studio...

In other words: shit and/or vapourware.
 

Shannow

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RPS: The action RPG seems to be becoming more popular of late, which is great news. How will Grim Dawn stand out – what makes it unique?
...right. :roll:

GrimDawn: The sad reality though, is that this isn’t some evil corporate executives have perpetrated upon humanity, it’s what people want. At least, some people. Well, as it stands, it appears to be quite a lot of people and that is why the industry and gaming is largely trending in this direction. This is all anathema to what I love about games and is much of the reason that I’ve forgone earning an income the past couple years and instead slave away, with a few other dedicated souls, to create a game that we hope will embody some of what we loved about the games of yesteryear.

While the casual market is certainly large, the hardcore gaming audience has also grown tremendously over recent years. As the heavyweights of the industry move to grab a piece of the massive casual market I think this creates an opportunity for a smaller company like us. I believe many in the more traditional, core gaming audience are starting to become frustrated with the changes they’re seeing to their most beloved games. They say you can’t please all of the people all of the time and I think this is certainly true. Our belief is that we can perhaps better please some of the people most of the time by catering Grim Dawn more closely to the desires of that traditional, core audience (and ourselves).
And our popamole friends didn't believe us when we predicted this. Sad thing is that by "hardcore" he still means aRPGs. But well, oldschool aRPGs still aspired to be games instead of interactive gay soft-porn so I'll count this as a step in the right direction.


While he still shoves all the blame for Iron Lore's demise to external circumstances that IL had no influence over instead of taking responsability and accepting their consequences to their choices he at least doesn't directly name "evul pirates" as the sole cause.
 

Rivmusique

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I think older, traditional PC games had a certain magic that has been lost in most modern games. Bethesda comes to mind as one of the few big companies left still making games with the kind of depth and magic that games had when I was a kid.
:lol: Good one, guy.
 

Jaesun

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Bitcher said:
The first paragraph sparked my interest. The second quenched it.

There are thousands of cRPG's with complex magic systems flooding the store shelves currently?
 

made

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Shannow said:
While he still shoves all the blame for Iron Lore's demise to external circumstances that IL had no influence over instead of taking responsability and accepting their consequences to their choices
Not really. He's pretty vague about it all but he admits IL was partly responsible for it.

What's interesting is the deal they had with THQ wouldn't net them another dime even if the game sold 10mil copies, so whoever it was that blamed piracy was, unsurpringly, full of shit.
 

Mastermind

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Bethesda games, Oblivion included, are more complex than pretty much all the shit I played because you faggots praised it. Granted, some of it (like M&M) is good shit, but hardly complex.
 

Shannow

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made said:
Shannow said:
While he still shoves all the blame for Iron Lore's demise to external circumstances that IL had no influence over instead of taking responsability and accepting their consequences to their choices
Not really. He's pretty vague about it all but he admits IL was partly responsible for it.
Yep, I was too prejudiced, read too quickly and didn't remember the beginning correctly when I finally wrote my comment.
Mea culpa.
 
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Might be good if it gets released, but I don't buy this "hardcore gamer" propaganda. We'll see.
 

Metro

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RPS: While a lot of ARPGs will create an elaborate backstory, they do tend to somewhat forget to tell a – I guess – forestory. Will your game have a meaningful narrative, or does that get in the way of the hacking and slashing?

Bruno: I believe that a meaningful narrative could be worked into an ARPG as long as it was done in such a way that it did not intrude into the gameplay of those who weren’t interested in it.

Grim Dawn, however, isn’t really focused on one flowing narrative. We’re more interested in providing backstory and atmosphere. We also want to tie the player down to one chronological sequence of events, but aim to give the player some latitude as to the order in which they do things or in terms of what they decide to complete. You might say our narrative is told indirectly through a collection of smaller, side-quest type stories that all trend together and cast light on the event that destroyed human civilization, the last hours of dead, the struggles and loss of those who survived. As the player progresses, they will also start to convey hope as Grim Dawn is ultimately a story of survival and redemption. Many of the quests will revolve around protecting and rebuilding the scattered, fragile human enclaves, and helping individuals get back some of what they’ve lost.

Of course, we’re a very small team and our resources are limited, so I’m not sure how much far we’ll be able to go in terms of story. Developing story and quests is always one of the more demanding aspects of RPG development. We’ve put a lot of thinking and creativity into the planning of our world. If we aren’t able to fully realize our goals for the story and back-story in the first release, it is something we will continue to develop with the release of later content. Our hope is that the first release of Grim Dawn will be enough of a success that we’re able to expand our team and really build out the game a lot more in our next offering.

Not too sure what to think of that although the last paragraph worries me. If Grim Dawn is as flat and soulless as Titan quest in terms of questing, interacting with the world and making you feel like you're actually doing something other than just mindlessly killing throngs of mobs then I'll probably give it a pass. Unfortunately my impression is that they're just going to give us more big open spaces to grind loot.
 

Mastermind

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Steve gets a Kidney but I don't even get a tag.
Who the fuck plays diablo clones for anything other than mindless killing? Damn storyfags. :decline:
 
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Indeed. All I want in a Diablo clone is a good character system, balanced loot and well designed dungeons. The rest can fuck itself.
 

SuicideBunny

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what i want from a diablo clone is the atmosphere diablo had when playing it for the first time, before running into your first randomly colored imp hero looking like an animated confetti golem.
 

sser

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The first release of Grim Dawn will be somewhat comparable to Greece in Titan Quest. That is to say, it will be about one-third of the content that players might expect in a full-sized game, which is why we’ve priced the normal edition at one-third the cost of a full-sized game. That idea is that we’re too small a team to produce a full-sized game on the first go, so we’re doing it in pieces.

How often does this route actually work?
 

Mastermind

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worked ok for torchlight. Though they're taking their sweet time releasing a sequel. I'd imagine releasing expansions is considerably better.
 

Metro

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Oh man, I missed that entirely. Episodic? I'll wait for a Steam sale even if they improve on the flaws of TQ.

Excidium said:
...and well designed dungeons.

But TQ didn't have those -- it was basically a football stadium of mob farming.
 

Jaesun

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Excidium said:
Might be good if it gets released, but I don't buy this "hardcore gamer" propaganda. We'll see.

Yeah. It's like "Hardcore" is now the new buzz word. What they define as "Hardcore" I guess we will have to wait and see.
 

Metro

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'Hardcore' is often used as a euphemism for poorly designed and unpolished.
 

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Jaesun said:
Excidium said:
Might be good if it gets released, but I don't buy this "hardcore gamer" propaganda. We'll see.

Yeah. It's like "Hardcore" is now the new buzz word. What they define as "Hardcore" I guess we will have to wait and see.

'Hardcore' is the new 'Accessible/Streamlined'. Too much baggage with the latter now.
 

sgc_meltdown

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Hardcore is when you read manuals and know how to install adobe acrobat reader and stuff
 

Raapys

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It's when you can't just close your eyes and randomly pick skills and attributes but actually have to make considerations.
 

Groof

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made said:
What's interesting is the deal they had with THQ wouldn't net them another dime even if the game sold 10mil copies, so whoever it was that blamed piracy was, unsurpringly, full of shit.

They were trying to get a deal with a publisher for their next game, you moron. I'm not sure if you can comprehend this, but if your last game made a lot of money, you're in a better position for negotiating a deal with someone.
 

Mastermind

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Metro said:
Oh man, I missed that entirely. Episodic? I'll wait for a Steam sale even if they improve on the flaws of TQ.

Excidium said:
...and well designed dungeons.

But TQ didn't have those -- it was basically a football stadium of mob farming.

TQ dungeons were no GBC Zelda dungeons, but the environments themselves were pretty and varied enough that it didn't really matter. I don't want "take rod A to broken switch B" shit interrupting my popamole. :M
 

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