<strong>[ -> Interview]</strong>
The <a href="http://rpgvault.ign.com/articles/552/55 ... =1">second part</a> of <a href="http://rpgvault.ign.com">RPG Vault</a>'s <a href="http://www.twilightwar.com/">Twilight War</a> Q&A is now up.<blockquote><b><i>Jonric: How do you intend to implement quests or missions? What are your plans with respect GM-driven events as well as other non-static elements, puzzles et al? </b>
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<br>Kingsley Montgomery: Quests and missions will both be in the game. In our case, a "quest" is doing a favor for an NPC, like delivering a letter, finding a lost relative or tracking down a dangerous animal. A quest can be short or very long and complex. "Missions" take you to different mission zones and involve everything from inter-faction raids to stealing technology to mining for resources in dangerous areas.
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<br>Matthew Simmons: As Kingsley said before, there will be a staff of GMs who do nothing but play characters or creatures, so players may not initially know if they are fighting AI or not. GMs will also get together to do large scale, storyline-driven events, possibly involving the larger player clans.</i></blockquote>Still not that interested, I'm afraid. I have yet to play an MMORPG that maintains my interest past a few hours.
<br><BR>Spotted at: <A HREF="http://www.shacknews.com">Shacknews</A>
Twilight War Q&A part 2
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