SPECIAL Interview with Eric Dallaire Part 2!
- Saint_Proverbius
- Righteous Subjugator
- Posts: 1549
- Joined: Tue May 21, 2002 1:57 am
- Contact:
SPECIAL Interview with Eric Dallaire Part 2!
<strong>[ -> Interview]</strong>
Well, <b>Eric Dallaire</b> has finally gotten around to finishing the second part of the <a href="/lionheart/interchat/eric21stoct.shtml">SPECIAL Interview</a> about <a href="http://lionheart.blackisle.com">Lionheart</a>. Here's a taste of it:<blockquote><b>2.) Do you think SPECIAL is a good character system for fantasy? RPGs? How would you relate it to other fantasy character systems?</b><Br>I think SPECIAL is a great rules set for a fantasy RPG, primarily because it provides the most flexible system for creating characters. The traits alone allow you a great deal of customization. Since each trait grants you a positive and negative, you have more substance to your character, since that character has some flaws or vulnerabilities, something the player can roleplay with.<Br>Also, the attributes elegantly cover any and all aspects that a fantasy game would need. Most fantasy RPGs adhere closely to the classic level up structure and reward the player model, and in that regard SPECIAL really shines. The skill point system is a perfect way to build your character, allowing you to control the development every step of the way. And the perk system is fantastic, as an exceptional reward for the player and as another way to differentiate your character from others.If I had to compare it to another system, I suppose the d20 system used for Dungeons and Dragons products like Icewind Dale II would be the obvious choice. Third Edition is a good class-based system. However, I think another great strength of the Fallout system is allowing players to create a character without a class, to determine the progression on a per level basis. Although Third Edition is a huge improvement from the pure class system of previous editions, allowing you to choose almost any class when you level up, characters are still bound by some restrictions to stay within classic fantasy boundaries. For instance, the favored class restriction in 3E penalizes you if you stray too far away from the classic race-class combos, like elves having a favored class of wizard, or halfings and thieves. With SPECIAL, there are no such restrictions, and you can create any number of character types with much more freedom.</blockquote>He also gave us a lovely <a href="/gallery/gallery.cgi?func=show&file=200661&Category=100021&Page=1">screenshot</a> of the new interface complete with the portrait in the dialogue!<div align="center"><a href="/lionheart/interchat/eric21stoct.shtml"><img src="/gallery/categories/Lionheart/Screenshots/thumbs/LionheartScreenshot-s.jpg" height="120" width="160"></a></div>Thanks, <b>Eric</b>!
Well, <b>Eric Dallaire</b> has finally gotten around to finishing the second part of the <a href="/lionheart/interchat/eric21stoct.shtml">SPECIAL Interview</a> about <a href="http://lionheart.blackisle.com">Lionheart</a>. Here's a taste of it:<blockquote><b>2.) Do you think SPECIAL is a good character system for fantasy? RPGs? How would you relate it to other fantasy character systems?</b><Br>I think SPECIAL is a great rules set for a fantasy RPG, primarily because it provides the most flexible system for creating characters. The traits alone allow you a great deal of customization. Since each trait grants you a positive and negative, you have more substance to your character, since that character has some flaws or vulnerabilities, something the player can roleplay with.<Br>Also, the attributes elegantly cover any and all aspects that a fantasy game would need. Most fantasy RPGs adhere closely to the classic level up structure and reward the player model, and in that regard SPECIAL really shines. The skill point system is a perfect way to build your character, allowing you to control the development every step of the way. And the perk system is fantastic, as an exceptional reward for the player and as another way to differentiate your character from others.If I had to compare it to another system, I suppose the d20 system used for Dungeons and Dragons products like Icewind Dale II would be the obvious choice. Third Edition is a good class-based system. However, I think another great strength of the Fallout system is allowing players to create a character without a class, to determine the progression on a per level basis. Although Third Edition is a huge improvement from the pure class system of previous editions, allowing you to choose almost any class when you level up, characters are still bound by some restrictions to stay within classic fantasy boundaries. For instance, the favored class restriction in 3E penalizes you if you stray too far away from the classic race-class combos, like elves having a favored class of wizard, or halfings and thieves. With SPECIAL, there are no such restrictions, and you can create any number of character types with much more freedom.</blockquote>He also gave us a lovely <a href="/gallery/gallery.cgi?func=show&file=200661&Category=100021&Page=1">screenshot</a> of the new interface complete with the portrait in the dialogue!<div align="center"><a href="/lionheart/interchat/eric21stoct.shtml"><img src="/gallery/categories/Lionheart/Screenshots/thumbs/LionheartScreenshot-s.jpg" height="120" width="160"></a></div>Thanks, <b>Eric</b>!
-
- Wanderer
- Posts: 457
- Joined: Thu May 16, 2002 9:28 am
Well, we've been waiting long enough for part 2.
Screenshots are getting better, not just showing nice and shiny spell effects. The engine is starting to look a lot more like Infinity Engine though, but with smoother edges.
As for the interview, the SPECIAL system seems to be very well implemented with diverse skills, traits, perks and resistances. There's a lot to balance, but it sounds very promising. Has the skill system been tweaked again? it was 1-255 a while ago if I recall correctly. 1-300 would be better and more logical, and ED said they're still trying to figure out the best skill point/level ratio.
It would be interesting to know the reason/s for the delay. It seems that they're still tweaking the graphics and interface a bit and doing minor adjustments to character development and gameplay balance, nothing too serious though.
Screenshots are getting better, not just showing nice and shiny spell effects. The engine is starting to look a lot more like Infinity Engine though, but with smoother edges.
As for the interview, the SPECIAL system seems to be very well implemented with diverse skills, traits, perks and resistances. There's a lot to balance, but it sounds very promising. Has the skill system been tweaked again? it was 1-255 a while ago if I recall correctly. 1-300 would be better and more logical, and ED said they're still trying to figure out the best skill point/level ratio.
It would be interesting to know the reason/s for the delay. It seems that they're still tweaking the graphics and interface a bit and doing minor adjustments to character development and gameplay balance, nothing too serious though.
-
- Wanderer
- Posts: 457
- Joined: Thu May 16, 2002 9:28 am
- Saint_Proverbius
- Righteous Subjugator
- Posts: 1549
- Joined: Tue May 21, 2002 1:57 am
- Contact:
Blame Eric! It only took him two months to write that.VasikkA wrote:Well, we've been waiting long enough for part 2.
I'm not sure I like the new interface. It just doesn't say, "16th Century" to me. I would have liked a stone interface with murals, similar to those found in the Renaissance time period. For example:Screenshots are getting better, not just showing nice and shiny spell effects. The engine is starting to look a lot more like Infinity Engine though, but with smoother edges.
http://www.kfki.hu/keptar/tours/11_16_c5.html
I think the pictures on that page sum up what I think it should be similar to.
I'm still wondering why they're trying to do Crushing, Piercing, and Slicing damage resistance/types when all that can be handled with DR/DT/DMG Mod under the generic Physical damage type.As for the interview, the SPECIAL system seems to be very well implemented with diverse skills, traits, perks and resistances.
Fallout did this with the difference between ammo types of the same calibur. Hollow point is basically a "blunt" bullet, when you think about it, so just raise the DR Mod of the blunt weapon to simulate the armor absorbing some of the blow, and raise the DMG Mod for the weapon to simulate bones breaking, bruising, etc. Do the opposite for piercing weapons. Slicing would be somewhere in the middle.
------------------
You got a point there. My guess is they're trying to make D&D fans feel more comfortable in the confusing world of SPECIAL.Saint_Proverbius wrote:I'm still wondering why they're trying to do Crushing, Piercing, and Slicing damage resistance/types when all that can be handled with DR/DT/DMG Mod under the generic Physical damage type.
Fallout did this with the difference between ammo types of the same calibur. Hollow point is basically a "blunt" bullet, when you think about it, so just raise the DR Mod of the blunt weapon to simulate the armor absorbing some of the blow, and raise the DMG Mod for the weapon to simulate bones breaking, bruising, etc. Do the opposite for piercing weapons. Slicing would be somewhere in the middle.
-
- Vault Dweller
- Posts: 143
- Joined: Tue May 28, 2002 11:59 pm
I'm glad you said it, because I have been thinking the same thing. I've been trying to work out how a rivetted, distressed metal look fits the period.Saint_Proverbius wrote:I'm not sure I like the new interface. It just doesn't say, "16th Century" to me. I would have liked a stone interface with murals, similar to those found in the Renaissance time period. For example:
http://www.kfki.hu/keptar/tours/11_16_c5.html
I think the pictures on that page sum up what I think it should be similar to.
I think stone and murals might be more appropriate, as you said, or perhaps they could just give the metal a more "brassy" feel and trim it with steel or gold maybe. The rivets definitely need a less industrial feel.
Sqawk
Well I'm not going to touch it just for the simple fact its an Interplay product. Interplay=[(rushed, incomplete and bugridden)+(no proper support)].
Even if the publisher tries to support the game with new patches Interplay won't run them through the QA process. Taldren is still supporting the SFC series but you wouldn't know it by checking the Interplay site.
As far as the screenies go I think people are going to say the same thing they said about Arcanum "The interface takes up too much of the screen.".
Even if the publisher tries to support the game with new patches Interplay won't run them through the QA process. Taldren is still supporting the SFC series but you wouldn't know it by checking the Interplay site.
As far as the screenies go I think people are going to say the same thing they said about Arcanum "The interface takes up too much of the screen.".
- Saint_Proverbius
- Righteous Subjugator
- Posts: 1549
- Joined: Tue May 21, 2002 1:57 am
- Contact:
- Insane-Lark
- Righteous Subjugator
- Posts: 606
- Joined: Fri Apr 19, 2002 4:03 am
- Contact:
I thought the *New* interface looked like the controls for a sci fi spacecraft. Shuttlecraft perhaps? This is even more disturbingly reinforced by the electric/computer green boxes around icons.
Let's hope they change the shape of the interface & go for a iron or stone feel. The *stone* would probably make the D&D folks feel more at home. Boy, that magic/spell button looks farmilliar....
Edit: I see the magic icon was apparently changed but it still looks like spaceship controls in a D&D game <g>
I'm hoping that Lionheart works out well. Not going to run out & buy it until I see some feedback on the actual gameplay. <crosses fingers>
Let's hope they change the shape of the interface & go for a iron or stone feel. The *stone* would probably make the D&D folks feel more at home. Boy, that magic/spell button looks farmilliar....
Edit: I see the magic icon was apparently changed but it still looks like spaceship controls in a D&D game <g>
I'm hoping that Lionheart works out well. Not going to run out & buy it until I see some feedback on the actual gameplay. <crosses fingers>
Last edited by Insane-Lark on Tue Oct 22, 2002 1:18 am, edited 1 time in total.
Well, you have the possibility to hide the interface, or perhaps zoom out the view a bit. I doubt many will play the game full screen though, even if there are keyboard shortcuts for every command/quickslot. Does the interface get smaller(stretched) when the dialogue box is closed?
About the visual look, yes it looks a bit like Arcanum's 18th century industrial look. It's not historically accurate, which is a shame, because it looks kinda neat and has an interesting design. I wonder if Reflexive will tweak it again?
About the visual look, yes it looks a bit like Arcanum's 18th century industrial look. It's not historically accurate, which is a shame, because it looks kinda neat and has an interesting design. I wonder if Reflexive will tweak it again?
- avenger69ie
- Strider Elite
- Posts: 977
- Joined: Thu Sep 26, 2002 6:27 pm
- Location: Dvblinia, Hibernia
- Contact:
-
- Vault Dweller
- Posts: 143
- Joined: Tue May 28, 2002 11:59 pm
-
- Wanderer
- Posts: 457
- Joined: Thu May 16, 2002 9:28 am
I agree, though I must admit to being surprised by the interface- in my view, dispite looking like some sort of D&D clone, it looks more like some sort of supped up FO interface.
Also, is that a *gasp* TALKING HEAD in the pic?
Quite a good way to handle it, in my view.
Dan is correct, though I think Vasika knew that.
Also, is that a *gasp* TALKING HEAD in the pic?
Quite a good way to handle it, in my view.
Dan is correct, though I think Vasika knew that.
-
- Wanderer
- Posts: 457
- Joined: Thu May 16, 2002 9:28 am