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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