Computer & Video Games have just concluded a three-part and week spanning interview with S.T.A.L.K.E.R. senior PR manager Oleg Yavorsky. While not providing any new information, it does provide a good overview of the game's current design and goes in-depth about certain features and developer decisions.<blockquote>What can you tell us about the game's RPG-style elements?
Yavorsky: As opposed to the modern understanding of the RPG term, we tried to focus on the classic role-playing side of the matter, i.e. each player can play a certain role of his liking in the game. The key idea is, as in real life, by playing a certain role in the game you will provoke the correspondent reaction of the surrounding society. For example, being greedy, helpful to stalkers in need or being evil to everyone will affect the reactions and attitude of other NPCs in the game. Moreover, the way you play the game will affect the ending you reach.
Among other standard RPG elements are communication with NPCs, inventory with item management, item trading and exchange, collecting information and more. What the game doesn't provide for, though, is level-ups - the player will have to develop skills of his own, rather than those of his character in the game.</blockquote>An interesting hint towards multiple endings.
GameSpot also has a three-page interview with the popular Oleg Yavorsky, asking many of the same questions and receiving similar answers. The GameSpot interview does follow up on a few trivial specifics, such as the in-game PDA, but contains no important new information.
Links:
Part one of the S.T.A.L.K.E.R. interview at CVG.
Part two of the S.T.A.L.K.E.R. interview at CVG.
Part three of the S.T.A.L.K.E.R. interview at CVG.
S.T.A.L.K.E.R. interview at GameSpot.
Yavorsky: As opposed to the modern understanding of the RPG term, we tried to focus on the classic role-playing side of the matter, i.e. each player can play a certain role of his liking in the game. The key idea is, as in real life, by playing a certain role in the game you will provoke the correspondent reaction of the surrounding society. For example, being greedy, helpful to stalkers in need or being evil to everyone will affect the reactions and attitude of other NPCs in the game. Moreover, the way you play the game will affect the ending you reach.
Among other standard RPG elements are communication with NPCs, inventory with item management, item trading and exchange, collecting information and more. What the game doesn't provide for, though, is level-ups - the player will have to develop skills of his own, rather than those of his character in the game.</blockquote>An interesting hint towards multiple endings.
GameSpot also has a three-page interview with the popular Oleg Yavorsky, asking many of the same questions and receiving similar answers. The GameSpot interview does follow up on a few trivial specifics, such as the in-game PDA, but contains no important new information.
Links:
Part one of the S.T.A.L.K.E.R. interview at CVG.
Part two of the S.T.A.L.K.E.R. interview at CVG.
Part three of the S.T.A.L.K.E.R. interview at CVG.
S.T.A.L.K.E.R. interview at GameSpot.