Slashdot Mirror


The Making of Dungeon Siege

Over at Rock, Paper, Shotgun Keiron Gillen has a writeup he did back before the original Dungeon Siege released. Something of a post-mortem, he and designer Chris Taylor discuss what makes the mostly traditional hack n' slasher unique. "Technologically speaking, the most distinctive element of Dungeon Siege was how it streamed its levels. Throughout the huge world, there wasn't a single loading pause. 'When you're in a fantasy game...' Chris reaches for a metaphor to explain why this is so important, 'Well, imagine if it's a movie, and if you have to change the film every ten minutes, you wouldn't be able to immerse yourself into the Fantasy. By eliminating loading screens we were able to keep people in the game, and much more immersed in this world. You become one with the game. You could melt into the monitor and the keyboard and the mouse.'"

1 of 29 comments (clear)

  1. (Enter asinine subject you think is witty here.) by Impy+the+Impiuos+Imp · · Score: 2, Funny

    The Making of Dungeon Siege

    Interviewer: So, how did you guys go about making Dungeon Siege?

    Dungeon Siege Developer: Copied Diablo and slapped it in a true 3D engine.

    Interviewer: Thanks! Next up on our show, how Morgan Webb, tall and dark, can be so hot face-on, but have such a damned scary profile.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.