Ex-BioWare developers announce 'The Banner Saga' RPG
#26
Posté 22 février 2012 - 03:51
#27
Posté 01 mars 2012 - 12:04
#28
Posté 01 mars 2012 - 01:56
I foresee a good year for turn based fans.
#29
Posté 01 mars 2012 - 02:02
#30
Posté 01 mars 2012 - 04:02

Maybe not 100% exactly like it, but that's the game that came to mind when I saw the screenshot on the front page.
#31
Posté 01 mars 2012 - 04:45
#32
Posté 01 mars 2012 - 07:14
Jozape wrote...
Those dialog options look like paraphrases. I hope that's not what they meant with 'BioWare style dialog'.
Yup, that screenie put me off - what appeared as a great game seems now no more than a better Newgrounds Java-based one.
#33
Posté 01 mars 2012 - 08:54
Not sure about the combat though.
#34
Posté 02 mars 2012 - 03:16
eroeru wrote...
Jozape wrote...
Those dialog options look like paraphrases. I hope that's not what they meant with 'BioWare style dialog'.
Yup, that screenie put me off - what appeared as a great game seems now no more than a better Newgrounds Java-based one.
Well
we don't even know if they're paraphrases yet, or if there will be a
feature to see all of what's said. I'll setup a twitter account to ask
about it. Or just email them.
Elton John is dead wrote...
Animation looks awesome.
Not sure about the combat though.
It looks similar to the Dragon Age Journeys combat system. I think that's okay, so I shouldn't mind it in this game either, but I do prefer RTwP.
#35
Posté 02 mars 2012 - 04:16
#36
Posté 17 avril 2012 - 06:59
http://www.kickstart...ga/posts/203043
Update - The music is going to be composed by Austin Wintory (guy who did Journey). Simply amazing.
http://www.rpgcodex....ent.php?id=8040
Interview
gameplay
AT: Alright, now we're getting into some dangerous territory. I can already see getting some strong feedback on this one. Our biggest prerogative in making a game with strategic combat, is that it's truly strategic. In some turn-based strategy it's just stat comparison and grinding, and that becomes outright dull. In fact, it's practically the opposite of strategy. Chess or Go, on the other hand, has no stats and is the pure essence of strategy. I'm not saying we're going to be the next chess. What we are aiming for is a balance of these things. We have a system in place that I don't think has been seen much. It requires finesse in placement, using the board and understanding the strength of weaknesses of all your pieces, but it also has an element of rpg with a few stats and abilities that need to be taken into account, and characters that upgrade over time. I can't wait to start showing it in the near future.
AT: Absolutely. Our travel mode, as mentioned before, is where events happen. Much like King of Dragon Pass, the people you pick up in your caravan as you travel are not just warriors but peasants and clansmen and just a wide range of society. As you travel they'll react to things in different ways. There may be strife within the caravan that you have to deal with, and making one decisions may bite you in the ass later. For example, a certain family may make a demand that the rest of the caravan is against. If you deny them, a few days later they may run off with supplies overnight. If you acknowledge them it may turn into a string of events that are much more costly. We're thinking of travel mode as a moving village. They're not just commodities, they act like real people and that's what I've always loved so much about KoDP.
Choice/consequence
AT: Absolutely, I'd love to talk about this and oddly enough this is the first interview where it has explicitly come up. One thing we know as developers from BioWare is how expensive it can be to create real choices in dialogue and in the story. Just one branch can double the content you create and only half the audience will see it, so it becomes extremely expensive.
When we designed The Banner Saga we created it based on this idea of changing the direction of the story. The lynch pin to our plan is that the world is coming into ruin and certain things are going to happen whether you're there to witness it or not. Whether you can change the course of the story depends on our core gameplay. How many people do you save in the caravan? How many fighters are with you when a city is besieged? That may affect whether the combat is just tricky or outright impossible, but the game doesn't end just because you lost or saved a town. You keep going. How do you respond when one of your main characters wants to leave the party? That may change not just your combat team but whether a whole group of people is willing to follow you or not, which later affects what happens at a critical point in the story. By making decisions for not just one character, not just one small party or even one town but an entire society we're really opening up the number of ways the story can change. An ultimately that's what it comes down to- what happens to the people around you, not faceless strangers in a generic kingdom.
We're tying this all together in our gameplay systems. Things that happen in dialogue can affect the morale of the caravan, or change the amount of supplies you have. Your caravan may travel at a slower speed and instead of coming across a particular event may discover it in a different state. This new event may alter the difficulty of your next combat, and how you do in battle may come back to the morale of the caravan, and whether civilians remain safe or are driven off. You may come to another event and find that you don't have the people you need to succeed. So on and so forth. It was our foremost goal to make sure each system feeds into the next in a meaningful way.
it will be mine
Modifié par Piecake, 17 avril 2012 - 07:01 .
#37
Posté 17 avril 2012 - 07:52
#38
Posté 17 avril 2012 - 08:15
That kicktarter thingy seems like one of the greatest gamer union.
Gamers seems hungry to "real games" after all AAA+ plus games we got this decade.
#39
Posté 17 avril 2012 - 12:10
#40
Posté 18 avril 2012 - 06:09
Pledge you jerkwads! I want my upgradeable Castle!
Modifié par Piecake, 18 avril 2012 - 06:10 .
#41
Posté 18 avril 2012 - 11:44
#42
Posté 18 avril 2012 - 12:07
With this, Wasteland and incoming Dead State Kickstarter I've allready finished my gaming budget for a couple of months
#43
Posté 01 août 2012 - 07:41
#44
Posté 01 août 2012 - 09:08
This looks great. :] Does anyone know how long it'll take before release, roughly?
#45
Posté 01 août 2012 - 09:59
en2ym3 wrote...
When you say "Journey," you do mean Thatgamecompany's Journey, right? Or do you mean something else?
This looks great. :] Does anyone know how long it'll take before release, roughly?
Dragon Age Journeys was a browser game. Unless you're asking about the composer's work, yes, he worked on Thatgamecompany's soundtrack for Journey.
They're supposed to release the first chapter sometime around the end of Summer. Multiplayer comes before that. We'll see.
#46
Posté 01 août 2012 - 10:27
Modifié par M U P P 3 T Z, 01 août 2012 - 10:27 .
#47
Posté 01 août 2012 - 10:35
M U P P 3 T Z wrote...
Interesting. I'll definitely keep an eye on this. Really digging the graphics and the drawn style.
Im amazed by the details in screenshot. Poor polar bear BTW
#48
Posté 01 août 2012 - 01:22
Is it just me or does this seem like a poor attempt to make it seem like the story has more depth than it actually has? Honestly I am not sure what to make of this game, could either be good or bad however judging by what I have seen I would put my money on the latter.
#49
Posté 01 août 2012 - 02:55
Give me ultra-violent, horned, armored tanks with giant axes that only a deity-born Human could lift.
As for the gameplay, I'm very wary. I've played games with a similar style to what I've seen here and have not liked it (despite getting a gimmick item for Dragon Age from one of them).
#50
Posté 01 août 2012 - 02:57
Cyberarmy wrote...
M U P P 3 T Z wrote...
Interesting. I'll definitely keep an eye on this. Really digging the graphics and the drawn style.
Im amazed by the details in screenshot. Poor polar bear BTW
Lulz. One thing I never knew I wanted/needed this year: a game with Vikings.





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