by Design1 | Jan 17, 2015 | Uncategorized
As Paul touched on in his recent review, Seven Dragon Saga allows players to create their entire six man party. We chose this to give the player far more control over how they balance their party, and creatively build their team without the pressure to drag an NPC specialist with them that they are not fond of. However, we also intend to take some steps to give personality to the individual characters, preventing them from becoming simply “Thief toolbox” and “High damage dealer”. Our first effort to make the characters feel unique is the Race, Class, Specialty selection system, which provides distinctive weapon and ability optimizations. These choices create different looks and different feels in combat. At this stage of development, we are taking rough cuts at keeping the choices both distinct and balanced. Each ability has its own point cost, and we have to watch for combinations which might provide too much synergy. As the player creates each character, the game prompts them to choose a Goal for that character. Goals then provide the natural inclination and motivating force for that character. During play, various quests will allow multiple methods for successful completion. However, if the player chooses a solution which matches the Goal of one or more characters, those characters gain rewards such as bonus build points – used to improve and customize that character. For instance, if a bandit chief offered a payment to leave the area, rather than surrender. The player could accept or decline and subsequently force a surrender, or find another way to resolve things. Getting a payment appeals to the Greed Goal,...
by Design1 | Jan 8, 2015 | Uncategorized
As our first update for 2015, Paul continues where he left off in his analysis of Dragon Age: Inquisition. Paul Murray, is our Systems Designer, focused on the algorithms to make the world balanced and tactical combat challenging. He was the first engineer at SSI in the early 80s and stayed with that company well into the 90s finishing up with the extremely successful Panzer General series. We asked Paul to comment on some recent games, to help give our fans some insight in what he seeks out in play and, by extension, what items he will emphasize in Seven Dragon Saga. Seven Dragon Saga is a single player game, so we’ve focused on those aspects in this commentary. His first review is a two-parter on Dragon Age: Inquisition. Paul has already spent numerous hours on the first two games of the series. In Part 1, he shared what he liked and felt was most effective in DA:I. This is the second part of Paul Murray’s discussion of Dragon Age: Inquisition, and where he sees opportunities for Seven Dragon Saga to match or excel. Today, Paul shares his thoughts on where DA:I might improve, and how and why he’d do it a bit differently. Things I don’t like The following comments may come across as a bit harsh, as I do really enjoy this game overall. Still, the best way to improve is to study the blemishes and learn from them. Which brings me to things I don’t like. Really, really limited healing. At lower difficulty it is not too bad. But it means there are times you have...
by Design1 | Oct 12, 2014 | Uncategorized
The folks at RPGCodex gave us the opportunity to discuss some of our design philosophy, and we were happy to oblige. See the interview here. We talk about how we organize opponents to the party, the concept of Goals for each player character, and the relative strength of starting...