Hellgate: London Bill Roper erzählt von Hellgate:London

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Bill Roper, 2005 @ Gamespot (englisch)

Gamespot bat Bill Roper vor einer Weile ein wenig über Hellgate:London, seinen Aufbau, seine Welt und die Pläne für die Zukunft zu sprechen und erhielt ausführliche Antworten. Wir haben genau hingehört und das englische Video in ein ein englisches und ein deutsches Protokoll verwandelt. Das Original-Video findet ihr hier, und zu unserer Version mit deutscher Synchronisation geht´s hier lang.


Hi my name is Bill Roper, and i’m CEO at Flagship Studios. Our first game that we are making with Flagship Studos is Hellgate London. It´s a RPG, but done from the first person perspective; naturally one of the bigger twists that we are trying to put into the game. It´s set 25 years in the near future, but five years after a succesfull demon invasion. So the idea is that basically we´re in London, it´s been devastated, the hordes of demons have come trough a hellgate, wich provides a link between their world and ours. We´re making the face of the earth or certainly at least from the world we know, in to be a more like their own through this process that the locals have turned to burn. Its reflected in the landscape, in the sky and makes the city itself and the top site of London a very inhospital place to be.

We invisioned the game taking place about half of it above ground and half of it below ground, which fits in really well, especially the belowground with the randomization schemes; that´s also really access to a natural setting for modern day dungeons-types, from the London underground tubes, to all the things that really exist down there, from Victorian hospitals, to WorldWar2 bomb shelters, to Roman aceducts. Theres a whole ´nother train section that´s existing beneath London, where the mailtrains run. And then all the other things we layer on the top of that, places the demons have built .. Also, in the real world, they start stations, every now and then in London, and then just stop building them, this disused underground stations, that they dont really ever talk about why they stop them, so we figured there´s something else going on down there, too. So it provides this massive breath of an old city thats been built upon itself over and over and has this very compelling kind of underworld that exists there already; it just really makes for a fantastic place for us to set in the game.

See your place within the world is that your craracter is trying to be a part of that society, kind of based on what it is that your goals are. The templar character class is the first we worked on for a lot of reasons. Really the Templar are concerned with that restructuring , going out, finding people, helping secure almost smaller and smaller chunks, kind of fighting their way back. In some ways a guerilla, tactical warfare; they dont have the numbers to just waging all up for a new assault. So a lot of what you have to do is coming at things from a different angle; a lot of the storyline is set up around the fact, that the templar, though they were unable to stop the invasion, do have a plan using an ancient device to hopefully wipe out the demons from this area or creating a larger protected zone. And so a lot of the overall storyline that the character goes through is finding ways you can help, especially the templar, to find and engage this device.

One of the things we wanted to do, when creating Hellgate London, was to try to bring a new perspective, both, in terms of gameplay and acually visually to a fully randomized rpg.

So lot of what we are doing is focussing on how we use the first person perspective, to put players into the world, making it maybe a little bit more engaging and frightening experiences in some ways, while also, at the same time, really helping to push the limits of what we can do in terms of all the randomization in building an RPG.

The game looks a lot like a first person shooter. The big difference being is, that we don´t design any weapons out along the traditional first person shooter pipelines. We really view the weapons more as beeing almost spell delivery systems. So it´s opposed to a M16 or a 9 mm, that´s, you know, only just firing bullets out of the range. We are shooting out poison, gas clouds, you know, a single hand held flame thrower type device, or shooting out fields of electricity.

So you won´t really be rewarded for being that expert first person counterstrike player. It´s all about your character level and your skills, and your items, and your abilitys, your spells, and basically it´s just like an rpg, and thats what were making, you know, having that be the central focus of how you succeed in the game.

Were still working a lot Ithink, through the way the multiplayer exactly gets layed out. The idea though is to make it less recursive then, as an example, Diablo was; definitely you could expect to go through the same areas that have you have been. We wanted to have different types of content then, that are available for people to do in that multiplayer setting. As an example defending an area against an demon invasion for a certain amount of time, having you competively race towards a goal against another team of players; having to do things like timed collection quests for a price. Things that you could go and do that are fun, that have different types of rewards, different types of gameplay and then also areas that are built up for you to go adventuring in, that don´t necessarily tie directly to the main storyline, that you´ll do in conjunction with all the storyline steps you are doing. Those are all things that we wanna be able to build up, that really flash up the multiplayer experience.

Release date time is: It wont be this year. We´re trying to have it done sooner rather than later. Which is kind of nebulous and people don´t like to hear it, but when the games ready, it kinda lets us know. Were very excited to be having a version of the game ready people can play. We didn´t want to have it just be in some place in the back where the press got to see it only, the obvious "We have some cool stuff for the press to convene and check out"; that´ll all be a little bit different.

But our games have always been about gameplay. And we´ve always felt the best way for us to get feedback on what we are doing and to kinda let other people know what it is we´re making is to have them get some hands on it. So were going to really pushing hard over the next six weeks and make sure that we´ve got something there that people can come up and play and experience with a real taste and flavor what Hellgate:London is all about.

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Hellgate London macht mir noch mehr, ganz, ganz, ganz viel freude





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