Age of Decadence interview

Brother None

This ghoul has seen it all
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Kieron Gillen's excellent blog Rock Paper Shotgun has an interview up with the excellent Vince D. Weller, project lead of Age of Decadence.<blockquote>RPS: What’s the problems with the modern RPG? How does Age of Decadence deal with it?

Vince: The problem is simple. Nobody is interested in making dialogue-heavy, turn-based RPGs loaded with meaningful choices and multiple paths. A game like Diablo will always sell more than a game like Planescape: Torment, and games like Torment are much harder to make. So, no publisher is interested in making games like Torment that may or may not sell enough to break even when you can make guaranteed hits like Diablo or Oblivion.

That creates a niche - a market too small for big companies to care about, but big enough for indie developers to play at. Since we can’t match the multi-million budget visuals, we go back to the roots – we focus on gameplay.

(...)

RPS: Okay - the thing which caused that mass-pile in the previous RPS thread was the turn based combat, specifically how it looked. I think there’s a problem in that it becomes more noticeably odd the more graphics effort a developer makes. The videos you’ve been released demonstrating the combat have that sense of distance due to sitting back and watching the attacks bounce between character to character - but if you treat them as immobile pieces (like, say, in a hex based game) it doesn’t phase the gamer. Is this a fair analysis? Or am I full of it? If so, why?

Vince: Have you played Silent Storm? Temple of Elemental Evil? Both games featured excellent turn-based combat and great graphics. Detailed 3D models and animations didn’t create any “odd” feelings but made gameplay more enjoyable, as one would expect.

Your comment implies that you’re looking at TB from the “it doesn’t look real” point of view and that’s where you’re mistaken. RPG combat systems, turn-based or real-time, is no more realistic than hit points (do you really think that someone could recover from a two-handed axe blow and continue fighting like nothing happened?), carrying enough junk to fill a warehouse, spells memorization, rechargeable mana, etc. Frozen in time characters patiently taking blows and waiting for their turns are no more odd or weird than RT’s single characters fighting thousands of enemies and destroying entire armies. These mechanics aren’t about realism, they are about fun.</blockquote>Link: Against RPG Decadence: Vince D. Weller Interview on RPS.
 
It's like a Fallout that isn't on a post apocaliptic future created by nuclear war, the apocalypse in this game is caused by a magic war that run out of control.
I see a coulpe of images about Age of Decadence, i dont like much of the graphics but the game itself seem pretty good, and certanly remember Falout.
And certanly has been a while since last time i play a good computer RPG, and i'm betting that this one is going to worth my money
 
Brother None said:
RPS: Okay - the thing which caused that mass-pile in the previous RPS thread was the turn based combat, specifically how it looked. I think there’s a problem in that it becomes more noticeably odd the more graphics effort a developer makes. The videos you’ve been released demonstrating the combat have that sense of distance due to sitting back and watching the attacks bounce between character to character - but if you treat them as immobile pieces (like, say, in a hex based game) it doesn’t phase the gamer. Is this a fair analysis? Or am I full of it? If so, why?

Vince: Have you played Silent Storm? Temple of Elemental Evil? Both games featured excellent turn-based combat and great graphics. Detailed 3D models and animations didn’t create any “odd” feelings but made gameplay more enjoyable, as one would expect.

Your comment implies that you’re looking at TB from the “it doesn’t look real” point of view and that’s where you’re mistaken. RPG combat systems, turn-based or real-time, is no more realistic than hit points (do you really think that someone could recover from a two-handed axe blow and continue fighting like nothing happened?), carrying enough junk to fill a warehouse, spells memorization, rechargeable mana, etc. Frozen in time characters patiently taking blows and waiting for their turns are no more odd or weird than RT’s single characters fighting thousands of enemies and destroying entire armies. These mechanics aren’t about realism, they are about fun.

You mixed up the bold part BN.
No need to thank me ;)
 
Your comment implies that you’re looking at TB from the “it doesn’t look real” point of view and that’s where you’re mistaken. RPG combat systems, turn-based or real-time, is no more realistic than hit points (do you really think that someone could recover from a two-handed axe blow and continue fighting like nothing happened?), carrying enough junk to fill a warehouse, spells memorization, rechargeable mana, etc. Frozen in time characters patiently taking blows and waiting for their turns are no more odd or weird than RT’s single characters fighting thousands of enemies and destroying entire armies. These mechanics aren’t about realism, they are about fun.
Regarding hit points and un-realism, it would be interesting if a RPG just would throw away the concept of hit points and replace it with the system used in action movies - unbelievably lucky dodges. I suppose you could just have your unbelievably lucky dodge points (or ULDPs) go up as you continue through a game just like regular RPGs. The main difference would be that instead of the character taking brutally lethal damage and then just shaking it off, the character would perform a series of improbably amazing dodges.

I realize that this system would only replace one unbelievable situation with another but then at least you could include the reality of one-shot kills when connecting to an unarmored head or heart as well as bleeding to death without ruining the flow of the game.
 
The first scene, where that cop points the gun at Trinity and says “English, motherfucker! Do you speak it?”, and Trinity says “my turn lolz”, slowly jumps into the air, hangs there for a few seconds, while the cop blinks, and then kicks him? Tell me with a straight face that when that happened you didn’t stare at the screen with an open mouth but said “I call bullshit! That shit is clearly turn-based and it just done ruined my suspension of disbelief!”

Interestingly, I brought up this very same point in one of the earlier threads here debating turn-based vs. realtime.

Overall, I always find it reassuring to read interviews like this one. It reminds me that I'm not insane.

Vince: I’m a big fan of the “honest and blunt” approach. An internet reader has a right to visit a game site and read “Did Oblivion really suck or what?” or “Molyneux has gotta be on drugs!”, don’t you think? Instead every journalist pretends that Oblivion was a 10/10 brilliant masterpiece, that Molyneux isn’t a lying old kook, and that Dungeon Siege wasn’t a screensaver. Then Chris Taylor says that he’s making Space Siege even simpler and everyone nods in agreement: Right on, man! It’s about time someone makes a game for the amputees. BRA-VO!

Ahaha. Get out of my head, Vince !
 
That creates a niche - a market too small for big companies to care about, but big enough for indie developers to play at. Since we can’t match the multi-million budget visuals, we go back to the roots – we focus on gameplay.
finally something that will run on my damn PC
 
I'm in the middle of the interview right now.... I REALLY like this Vince guy. Seriously, he's expressing so much of what I've felt, and what I know many non-trollish people around here have been saying.

This makes me want AoD even more, and honestly, I wasn't even sure that was possible, since I was planning on buying a copy the day it was released. And I can't even play it, since it's a PC-only game! Just shows you how riled up I am about this title.
 
iridium_ionizer said:
Regarding hit points and un-realism, it would be interesting if a RPG just would throw away the concept of hit points and replace it with the system used in action movies - unbelievably lucky dodges.
I had a design document for a game like then, but then again, it all worked quite the same: instead of hit points, you had resistance points, where when you'd run out of them (by dodging and attacking) you'd kind of loose all the chances of dodging and effectively attack... I tried it in P&P and it worked quite good (needed tweaking, of course) but then I kind of scrapped the whole project since I figured I'd never get anyone to do something like that...

I had a whole world set and all :cry:

:EDIT:
About AoD, I'd already have preordered if I could... There is just NO way I'll miss this beaty, no matter what... Even if they screw it up, you've gotta give these guys something just for thinking like that.
 
VD says all I wanted to say, but better. And I like the "honest and blunt" attitude.
I just checked the AoD's distributor site (I think it's Cenega here)- no word about it yet.
 
Black said:
I just checked the AoD's distributor site (I think it's Cenega here)- no word about it yet.

As far as I know, VD hasn't made any deals with eastern european publishers/distributors. He got offers, but is still rolling with online publishing now.

AFAIK.
 
Brother None said:
Black said:
I just checked the AoD's distributor site (I think it's Cenega here)- no word about it yet.

As far as I know, VD hasn't made any deals with eastern european publishers/distributors. He got offers, but is still rolling with online publishing now.

AFAIK.
There're gonna be two versions of the game. Digital and physic... 25$ and 50$ are the planned prices. The physic version comes with awesome paper box, awesome ubercool map, a medallion (IIRC) and and something else I don't remember... And the ultra cool awesome splendid superb manual, of course, with stuff printed in it and like awesome words and stuff for you to read...

So, I think he's not "rolling with online publishing" as in "stiking with it". That's not what you meant right?
 
Morbus said:
There're gonna be two versions of the game. Digital and physic... 25$ and 50$ are the planned prices. The physic version comes with awesome paper box, awesome ubercool map, a medallion (IIRC) and and something else I don't remember... And the ultra cool awesome splendid superb manual, of course, with stuff printed in it and like awesome words and stuff for you to read...

So, I think he's not "rolling with online publishing" as in "stiking with it". That's not what you meant right?

Uhm, what? I know that.

The special editions are produced by someone he knows at some special printing office or whatever, the online version are also self-produced. No publisher or distributor, as far as I know.
 
Note that the author already remarked that he didn't mean to be extremely offensive by giving Vince the finger...
 
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