The Fall Dev diary #5 on RPGVault

Brother None

This ghoul has seen it all
Orderite
RPG Vault put up their 5th dev diary. This time it's the turn of
Carsten Strehse to speak his mind, and he talks about the technical aspect and visual appearance of the Fall:<blockquote>Along with the basic game mechanics, it is surely good quest design that keeps the RPG fan playing a game. In the long run, even the best graphics can't compensate for mistakes made during content creation. Embedding the tasks in the setting in a logical, understandable way, offering multiple solutions and steering clear of annoying inconsistencies contributes to the overall motivation. And it won't be very long anymore until you can see the result live in action.
(...)
Later, you can meet this character in a different location and find out whether he achieved what he intended to do or not. However, not everyone will actually meet this NPC in the first place as he will not settle down at that location if it took you too long to finish some other quest earlier in the game. Maybe you'll meet him for the first time as a successful publisher later in the game. This means that when there are two players talking about The Fall, it's not unlikely that one of them will have encountered some situations and characters the other didn't get to see, and vice versa.</blockquote>They also have an exclusive screenshot and editor image.

Link: RPG Vault Dev diary #5

Spotted at VDHP
 
Goddamn! He talks about designing the game the way I do my campaigns (except I have only myself, and he's got five people). I have to remember to look for this game.

Thanks for the link!
 
There's a great part where he talks about multiple ways of doing quests. His example is that you have to use dynamite to enter a bunker, but you can find the dynamite or buy it or obtain the dynamite through an accommodation broker.. Eh? You're just just blowing up the door, so how is that really "multiple ways"?
 
BlueNinja said:
except I have only myself, and he's got five people

Uhm...he has more than 5 people, dude.

SP said:
There's a great part where he talks about multiple ways of doing quests. His example is that you have to use dynamite to enter a bunker, but you can find the dynamite or buy it or obtain the dynamite through an accommodation broker.. Eh? You're just just blowing up the door, so how is that really "multiple ways"?

Yes, there's a reason I skipped on that. But you have to admit its better than the average CRPG coming out today.
 
So about that screenshot. Perhaps my english is a bit rusty, but is it supposed to be "that man... DON'T look too healthy"? The gramatically correct way to write that sentence should be "that man... doesn't...", right? Or is it a deliberate mistake, to give the game a more "southern-redneck"-feel?

I'm overreacting.


-Grehan
 
Grehan said:
So about that screenshot. Perhaps my english is a bit rusty, but is it supposed to be "that man... DON'T look too healthy"? The gramatically correct way to write that sentence should be "that man... doesn't...", right? Or is it a deliberate mistake, to give the game a more "southern-redneck"-feel?

As far as I know they're not done with the translations, by far. That's prolly just a "beta-translation", just for the screenshot.

So big meh.
 
Translation is a whole world for itself,
there were some sentences in Fallout,
in the german version, were I just thougt
"What the heck do they want from me???"
:D
But all in all they were quiet funny.^^

For The Fall...
If they get the things done like they want it to,
and the game will feel like it sounds,
I have good hope.
 
Looks like they are using python as their scripting language & for the modding. Good choice. Opens a lot of possibilities.
 
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