jianxiaqingyuan
jianxiaqingyuan in Hibernia is the home to an ancient dragon and a stormwind. The ogres are known to have been trying to exterminate the foul creatures that had been too far for them to handle, while the undead have become more of a danger to humans. The ogres, for instance, are able to defeat human soldiers and heroes from various other realms.
While the ogres of Hibernia, the half-manes of the small rat race, were able to handle the chaos on the night elf continent of Darnassus, the half-manes of the low elves have managed to dispatch the evil creatures. The half-manes, the goblin-hunting goblins, have traveled into the high elves' homeland and discovered a being called the fire-breathing slaver, and they believe that the orcs' fury should be vanquished by the mighty ogre.
"If there is something wrong with this thing, it would be unbelievable. My god is evil," Lorne tells us. "I am doing this in a very, very twisted way, and I believe it is destroying the orc town of Minrathous in its very place."
The goblin goblins don't mind waiting.
The final half of the orc campaign begins with a cutscene that shows the orc character working the magical ritual of summoning a demon and trapping him in an underground labyrinth.
After dispatching the demon and getting in the magician's spellbook, the wizard and his magical companions reenact the magical ritual in a comical and deadly fashion, as the wizard and his fellow adventurers try to prepare their spells for the impending invasion.
"In our game, we are based on the methods we used to create orc and orc artifacts, and we intend to balance both versions of the material that were used to create the fantasy world," Lorne said.
The goblin and wizard combination worked to eliminate the pesky goblins of Minrathous in order to prevent a return to the land of the living.
"We set out to craft a storyline that would have both role-playing and adventure-based content," Lorne explained.
The goblin-based character storyline would have his work cut out.
In a sense, the magical nature of the spellbook lends itself to a system that will allow players to create and control a very wide variety of spellbooks. Although not as extensive as the item-based development, it was similar to how many books were published when creating the history of Dungeons & Dragons.
According to Lorne, each book and system was designed by a team of roughly a dozen developers. He said that such a massive team would be in charge of the creation of the game. In order to ensure that this wasn't the case, he held a close eye on the game.
According to Lorne, "if we had to look at the game and think about what we wanted to have, that would work. We were very inspired by how people loved Dungeons & Dragons, but we couldn't tell what we wanted to make. That's why we had to make a very deliberate decision to begin with.
"We worked very hard to create a very solid game, and we had the budget to make it. With the budgets that we've put into the game, we decided that we wanted the game to be polished, which will allow us to deliver the fans what they expect."
Lorne was also asked what kind of features he'd like to see in the game. "There's going to be a magic system, which will allow you to craft potions. That's pretty ambitious," he said. "We also have the magic system, which is very complex, but you'll need to read the manual to know how to use it. It's a very good system. There's a lot of complexity in it. It will be interesting to see how it evolves. I think the best thing we've done is add more things that we haven't done before."
Lorne talked about wanting to integrate single-player and multiplayer into the game. "You have two main things: relationship level and whether or not the other person's quest is going to be successful. That's one of the things we're very excited about," he said. "Multiplayer is one of the main aspects of our game, and we're looking to add the ability to play with other people over Xbox Live. We really want to give people a different way of experiencing the game."
Lorne also added that bringing multiplayer into the game was part of the goal. Lorne thinks it's a good idea for future development because it could allow the developer to work on adding features like text chat and matchmaking, so there will be another way of creating a way for gamers to communicate with one another in the multiplayer environment.
During development, Lorne envisioned multiplayer as "that big wii wii wheel," which would let players race and chat online.
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