Chris Taylor Talks Dungeon Siege II Details
Thanks to GameSpy for its overview of the changes and interview with Gas Powered Games boss Chris Taylor regarding PC action RPG sequel Dungeon Siege II, due out via Microsoft later in 2004. Taylor, lead designer of the classic RTS Total Annihilation, discusses the original Dungeon Siege ("Overall the response was very positive, and most criticism was offered as a call for features in a sequel"), and reveals features for the sequel including (Phantasy Star Online mag-like?) "exotic pets", of which he explains: "You can buy these and develop them by feeding them different items you find in the world."
How about this. Make me care about the character, the storyline, and give me more than four skills to improve on and then we can talk. The first game in this series made Diablo seem like a deep RPG...
It reminds of the classiest 'garbage collection' design I encountered in early gaming.
Back in the day there was a frickin awesome game, Alternate Reality, published by Datasoft. Being an very old game, and having fixed memory limits, the developer had to keep players from hoarding too many items.
Thereby 'the devourer' was added to the game. It was a mean-and-nasty that would track down and attack the player. During combat, the devourer would eat random items from the player's pack.
The thing is, (unknown to me at the time) the devourer only came out when the player was getting dangerously close to the item limit.
Sure, you could eventually get powerful enough to fend one off before you lost an item - but another would always come.
It was just a real classy, practical design solution to a hardware limitation.
Though this has only tangential bearing on Dungeon Siege at best - Damn I loved that game.
(There were in fact 2 connected AR games, of a larger planned series. The City, and The Dungeon were the released games. I played primarily The Dungeon, and am only certain of the devourer in that context. I'm not certain if it was present in The City.)
// "Can't clowns and pirates just -try- to get along?"
I still think that Taylor make millions created a TA-like game and simply update the graphics to a 3D engine.
Is the RTS genre dead? Do we we really need another RPG game?
"You can buy these and develop them by feeding them different items you find in the world."
Oh great, now PETA's going to be 'weighing in' on the video game violence debate:
"And next in our presentation you'll see test subject B abusing his virtual kitty..."
"EAT THE STAFF YOU STUPID CAT! IT'LL GIVE YOU MORE POWER! EAT IT! EAAAAAAT IT!!!!! "
"As any idiot can see, congressman, this is going to lead to a world where children will abuse animals for special protection from trolls and hellhounds."
You are in a governement full of twisty laws, all alike. You are likely to be eaten by a lobbyist.
-Adam
I don't remember the devourer in the City but that game was more just of a leveling up adventure preparing you for the ones to come. Too bad they only ever released The Dungeon later. I have to agree with you, it was an awesome game for the time.
This is a highly-overused play mechanic these days. At least Nintendo keeps adding weird-ass features to Pokemon, like secret hideouts and real-time clocks.
The whole rasing-a-pet mechanic is overdone. It might still be made to work if the player were given a significant chance of killing the pixelbeast in question, and if he could somehow become attached to it, but often it just results in another set of numbers to max out.
Which is also a problem with RPGs in general these days.
Dungeon Siege distilled the modern CRPG into its purest, simplest, lamest form yet. Its like Diablo without as much clicking and many fewer stats and combinations.
Now it looks like their going to gradually add on the kind of muck they took off. I would have preferred they went the other way. Screw all the stats except Level. No skills, nothing. Kind of like Gauntlet, only your player moves and attacks on his own if you don't touch anything. It could be both a game and a screensaver.
Let's not stir that bag of worms...
I just hope the multiplayer is better implimented in DS2 than it was in DS1. My group tried playing this one at a LAN party, and the lack of thought in MP really showed. The entire method of scaling the game for more players seemed to revolve around giving the enemies a ton of hit points. So you'd end up hacking at a single enemy like it was a damned redwood tree. It eventually got so bad that the fighters of our group would set thier character to attack an enemy, and then go out to the kitchen to get sodas. We even had one person take a break by having his character follow another character. The nearest person would just reach over occasionally to hit the "take a healing potion" button. And (insert diety here) forbid that you were stupid enough to be a mage, you would sit there blasting off the most powerful spells in the game repeatedly, chugging mana potion after mana potion, and be lucky to drop an enemy before you ran out, or the enemy got a hold of you and killed you.
In all, the multiplayer just didn't seem very polished. It eventually broke down into everyone being a fighter type, with just enough magic to cast a heal spell now and again. And far too long chopping at the same damned enemy. Some of the elements in the game were great, and I really wanted to like it, but I just couldn't get past the obvious problems.
Necessity is the mother of invention.
Laziness is the father.
Here's a whack of infomation about AR: link
"Yeah, well, Dracula called and he's coming over tonight for you and I said okay."
Don't even get me started on the hackneyed "top down, resource management, build a building to build a unit type, mass them and attack your enemies" game type. Man is that worn out!
My wife and I bought Dungeon Siege when it came out as we like Diablo-esque games and the previews painted a picture of it being so. After getting it we were overjoyed with the graphics and overall polish, but he game itself sucketh verily:
* You had little to do in the game other than tell the characters where to move - fighting was automatic.
* The levels were quite sprawling with many parts leaving you wondering where to go next.
* The end game was a huge let-down, with the rest of the game being so graphically beautiful, we were expecting something impressive.
* The enemies weren't very difficult so you could get through the entire game in one playing.
* No jump-to-town spells or potions, meaning that you had to walk huge distances to sell your stuff.
* Due to all of the above the boredom factor set in quite quickly.
The multi-player side of the game was actually worse. Take the above faults and add:
* You had to complete an entire world in one go as the save-game didn't record what you had already done.
* Each world was huge.
Put those together and you effectively had to play for 12+ hours straight to finish a world, otherwise it was a waste of time.
After finishing the game once (took a day) we gave up on it altogether.
The only positive side of the game might be the mods, but there weren't any available when we last played it (two years ago).
Damien
GPG actually ported DS to Mac OS X. It's playability was stronger due to a typical Mac's better-than-standard-issue video card (in my case, initially a GeForce 4MX 32MB).
It wasn't much different than Diablo II in playability, although I appreciated the ability to blend abilities to create characters, unlike in Diablo II where the character type is quite fixed.
I, too, was disappointed with the overall plot (the word "contrived" fits well) and lacked Diablo and Diablo II's storyline that kept its rigid universe interesting. Weapons, armor, and graphics were very nice, including the use of a true mule for loot (no other game since that has been popular enough for me to play on Mac OS X has duplicated this), the wide, wide world that had lots to explore (particularly the MP map), and showing definitive changes to the character's appearance as armor and weapons are added.
The bad news: The Mac version lacked an inherent MP game list system, since DirectPlay is not available for Mac OS X. Thankfully, GameRanger, a free game access service for some Mac games, worked well to link up Mac users. Next, while the Mac and PC versions essentially did and used the same resources, the use of DirectPlay for the PC version and coding changes with the Mac version made it impossible to play with PC users, nor was it possible to port character or game files from PC version to Mac, or vice versa.
That, and stability was a problem in some configurations. Overall, I enjoyed it for many months--it was actually the first game that broke my routine play of Diablo II, after I played that game and its expansion for almost 3 years.
Neither Diablo II nor Dungeon Siege hold a candle to Neverwinter Nights and its 2 expansions. Being an online adaptation of the D&D world, this game was designed for storylines, but does not slouch on game play in the slightest. And, although the official Mac versions of the two game expansions are not yet available, Mac OS X users can install the Linux game components to play both expansions without issue. Character and game files are easily transportable, and Mac, Windows, and Linux users can play and host without issue (only the Windows users can create worlds as the toolset was made only for this platform).
Still, I would appreciate a DS II if it arrives for Mac OS X. However, since GPG (and the Mac company, MacSoft, that ported the game) has not worked to bring its single expansion of DS I, called Legends of Arrana, to Mac OS X, I doubt it may show any earlier than 1 year--if at all--after DS II arrives for the PC. And, after enjoying the diversity of NWN, I'd be more cautious on the quality and usability of a GPS game.
Vos teneo officium eram periculosus ut vos recipero is.
I like the large selection of races/classes. I think there's some interesting possibilities there - although I'm going to try to get through it with my Runeloremaster before I play with any other stuff (it won't be easy, but it'll be worth it!). I like the streamlined game mechanics. The interface is very well thought out - and loads of variety.
Thanks!
Let's not stir that bag of worms...
This should be discussed with features. Does it require the CD? Can you at take it out after the check (full HD install)? If the next one drops the CD-check, I'd be much more likely to buy.
-I am an elective eunuch.
DS had a beautiful engine. It's a shame nobody made any decent games on it.
But pet ownership has been tacked on to SO many games. That's the important element here, tacked on to.
However, I'd largely agree with your joking argument concerning FPS games and follow-the-leader RTS games. Not that they're a fad mind you, because sadly they're probably not.
ya know, Diablo 2 had pet ownership; at least in the sense that it was described in the article. You could hire a minion (4 different types?), level them up with you, whereupon they gain new abilities according to their occupation, plus you can give them weapons for additional power.
So, really this isn't all that different from D2, except that it's a "pet" rather than a minion.
Hmmm... interesting comparasion, you might be right on that. However, Diablo 2's minions are a bit more complicated than the basic pet model, aren't they? (Not having played it, I can't say.)
You can get Diablo 2 companions resurrected endlessly and easily, correct? Compare that to Nethack's pets, who are usually dead forever once they snuff it. That at least brings an element of risk into it, which better aids the player in grow ing attacked to the little ASCII character.
(Well, they're dead forever unless you have a wand of undead turning....)
Sorry, the guy is a brilliant computer game engine maker, but he wouldn't know a good game if it bit him where the sun doesn't shine.
They've never heard of the word "gameplay", never played Nethack or Angband, thus they do not know their roots and in general, they have no clue.
Like many others, I was astonished at how great the engine was, how smooth and pretty and how there was no load time, etc...but THE GAME??? What about the GAME? Where is the gameplay?
I'm not going to buy DS2 unless the reviews rave about *gameplay*.
There was another little feature of this game to prevent hoarding. Once a player became too overburdened they would randomly start dropping items and gold on the ground from their bulging pockets. If you payed attention you might notice and pick it back up, otherwise you'd be scratching your head later about it.
I liked Dungeon Siege- it was enjoyable, the real problem I had was later on - when you were carrying a ridiculous amount of items with various requirements and trying to remember who I wanted to have what - hopefully there'll be some sort of way to automate this later on.
I've been saying the EXACT same thing about World of Warcraft to people. It's the most fantastic engine I've ever seen. The graphics, music, sounds, and engine are incredible. Stormwind Keep looks like it cost them at least $1 million to construct. Yet, the game is completely watered down to the point of absurdity.
Somewhere along the line they forget they're making a GAME with two little things called "chance" and "consequence."
Dungeon Siege : Diablo :: World of Warcraft : Ultima Online ('99)
A virtual CDs should solve both problems. Never used one myself--proabably "illegal" or something.
-I am an elective eunuch.
Well. Lots of new pretty graphics and maybe even high res textures this time around.
*yawn*
In the end, there was not a story in sight in the first game and it is plain and obvious that they have no intention of *pretending* they've added one in its sequel.
The plot from DS1, without any real exaggeration, was basically "They killed my cow, the bastards."
This gets a sequel?
Last time they tried this, NeverWinter Nights was released 2 months later and DS fell into the bargain bin in short order. (Not that NWN had a great story by BioWare's standards, but at least it had one).
Sad thing appears to be, no large CRPG on the horizon for this summer, such that DS might make decent money this time and encourage DS3: Return of the Bovine Murderers.
That's a shame, but it's not the REAL shame. The REAL shame is that GPG can technically make good games.
These are NOT talentless developers making the best game they can which just happens to be crap. These are devs with TONS of talent making a crappy game out of CHOICE.
How do you do that? How do you get up in the morning all perky and up-and-attem to drive into work to make this game? I don't get it.
Why would you go through the hell of being a start-up, work understaffed on DS1 under conditions which event Taylor admits was a family killing "epic crunch" (read: understaffed and over-featured to a scary degree) and then, THEN when you persuade a publisher like Microsoft to do it all over again...
You STILL don't want to have a story in it? Even Diablo II had a story (and a pretty good one compared to DS).
I don't get that. What makes a talented group of game developers want to do that? I really, really don't understand.
.Robert