<strong>[ Game -> Interview ]</strong> - More info on <a href="#Iron Tower">Company: Iron Tower</a> | More info on <a href="#Age of Decadence">Game: Age of Decadence</a>
<p>For those (few?) interested parties here @ DaC - StarWarsKnights.com has an "obscenely over-sized" interview with Iron Tower's Vince D. Weller about AoD - 3 parts over today, tomorrow, and the day after.</p><blockquote><em><strong>In countless interviews and forum posts you've spoken about "choice and consequence." Would you like to explain to our readers what that means, exactly? From here it sounds little more than a buzz word -- like "extreme" or "epic".</strong>
Buzzwords like extreme, epic, next-generation, etc. describe nothing and mean nothing. Reading that game X is epic tells you nothing. These concepts are subjective and since gaming journalism tends to attract the dumbest, you can read deep thoughts like <a href="http://www.rpgcodex.net/phpBB/viewtopic ... 250">KotOR is the pinnacle of greatness in TB RPGs</a> or <a href="http://www.rpgcodex.net/phpBB/viewtopic ... 9">KotOR's story in fact is one of the best stories told this century</a>.
"Choices & consequences", like "turn-based" or "isometric", refers to a very specific design that can't be interpreted in different ways. A game is either turn-based or not; it either has choices or not; the gameworld either reacts to those choices or not.
Choices are the core of role-playing. That's what separates RPGs from adventure games; instead of following a predetermined path and solving problems in very specific ways, you decide what to do (within the frame of a story and setting), when to do it, and how to do it.</em></blockquote><p>---preview shamelessly taken from GameBanshee</p><p>You can read the full first part <a href="http://www.starwarsknights.com/fullstor ... p><p>Since we're not really an AoD fansite, I'll leave the next two days up to those interested to follow @ starwarsknights.com</p><p>Spotted @ <a href="http://www.gamebanshee.com/">GameBanshee</a></p>