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Flagship Studios News
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In what is the first Roper interview since E3, ComputerAndVideoGames.com Q&A's everyone's favorite Flagshipper here.
The questions range from NPC accents to randomization to Roper cameos and a set of three new screenshots are added for flavor.
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When we last left Bill Roper's Flagship Studios, the team was just wrapping up a development push in October 2005, and had recently implemented a number of interesting new monsters, items and skills. While talking at length about the game, Roper talked about a number of key gameplay mechanics, not the least of which was the fact that despite the game's appearance it is an RPG, and not a FPS. This means that hits during combat are determined by stat roles behind the scenes and not by twitch gameplay – a sticking point for many players expecting a game more in the vein of Quake or Unreal. Hellgate, instead, with its random dungeons and numerous items, has more in common with Diablo and its sequel. Appropriate that, since Roper and his team trace their roots to Blizzard North. Now, with E3 on our doorsteps, we've taken the opportunity get a jump on our coverage of the game by speaking with Bill Roper again about his team's ongoing project, especially considering the recent unveiling of the game's second character class, The Cabalist.
http://etoychest.org/index.php?optio...=4327&Itemid=1
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Wednesday, April 12, 2006 |
Popular gaming news compendium site 1UP.com has landed a pair of interviews, one with Flagship Studio's Dave Brevik, co-founder of the company, and one with Bill Roper (whom you all had best be familiar with by now) in an attempt to enhance the published interviews that made it in this month's Computer Gaming World with those that didn't. Not only does this issue of CGW reveal a new Hellgate: London character class, the game is also the magazine's cover story.
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Thank you for taking the time to speak with us regarding Hellgate: London. This is a title that has intrigued us since it was announced, and after going hands on with it at E3 I have to say I was left wanting more. How would you say the game is coming along? Any recent developments you'd like to talk about?
Hellgate: London is coming along great, and the past couple of months have seen a lot of things get into the game. We made a push right before Halloween for a party we were throwing where we let our friends play, so it was important that we have a host of new monsters, items and skills in. Between then and now we’ve added more of everything – monsters, skills, weapons, armor, monster AI, backgrounds – the works. We’re also working on completing the storyline and breaking down the key parts into a quest structure. There are basically a ton of ideas and content flowing into the game right now, so there is literally something new every day.
http://etoychest.org/index.php?optio...3183&Itemid=29
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The first thing that hits home when you see Hellgate: London is how much like an FPS it looks...
Bill Roper: Even though the game has a very heavy FPS look, it's very definitely an RPG. It has all the traditional aspects of the RPG, like, for instance, item acquisition and inventory management. As you defeat monsters they'll leave lots of items lying around. As usual, if you move within a set radius of the items you can pick them up. But we're also trying to streamline the experience, so for instance with items we can call up a list of every item in our vicinity and quickly choose the ones we want.
So it's very much an RPG. We can go in and look at our character, play around with our inventory and add items to our character, which instantly adds geometry into the FPS viewpoint. And anyway, you can play it in third-person too!
http://www.computerandvideogames.com/r/?page=http://www.computerandvideogames.com/news/news_story.php(que)id=120241
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GameSpot: Tell us about what Hellgate: London is and what it isn't. Will the game emphasize addictive hack-and-slash gameplay with repeated play-throughs like Diablo, or will the game put more emphasis on story and quests?
Erich Schaefer: The experience of Hellgate: London will be very visceral. Expect plenty of random, slot-machine-style loot and an infinite variety of combat situations. Coupled with randomly generated, respawning levels, this hack-and-slash gameplay will likely encourage repeated play-throughs and hopefully lead to long-term replay value. That said, we plan to more fully incorporate our quest structure into the game experience. The storyline quests will drive the story, not just serving as random chores along the way. We also intend to create randomized missions to provide a little more meaning for the hack-and-slash.
http://www.gamespot.com/pc/rpg/hellg...&mode=previews
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What is most interesting for you about this year’s GCDC?
This is the first year I have really had the opportunity to travel to development conferences in other parts of the world. Learning what the interests and challenges are in each different development community not only gives me more insight into our industry as a whole, but also lets me share some of our US-based concepts with others. It is this exchange of issues, ideas and solutions that makes being a part of this year’s GCDC quite special.
What is the topic of your keynote?
“PC, Consoles and Mobile Gaming: Can’t We All Just Get Along?”
As with every release of a new breed of console systems, the death knell of PC games rings loudly. This was anything but true based on the showing of products at E3 here in the US, and as opposed to looking at how platforms are going to be eliminated, developers should be looking at how we can use all of the ways people like to play games to our mutual advantage.
http://cms.leipziger-messe.de/sites/...x.php?page=120
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Older Interviews |
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Cabalist
Templar
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