<strong>[ -> Interview]</strong>
<b>Saint_Proverbius</b> has <a href="http://www.rpgcodex.com/content.php?id= ... rviewed</a> <b>David Moffatt</b>, the person who created <a href="http://www.ausgamedev.com/omegasyndrome/">The Omega Syndrome</a>, a cyber-punk type game that plays similarly to <a href="http://www.interplay.com/fallout">Fallout</a>, at <a href="http://www.rpgcodex.com">RPGCodex</a>. It's also the first game that I've heard of where the development switched from real time combat to a turn based model.
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<br><blockquote><b>9.) Omega Sydrome has a number of random encounters when travelling on the world map. What do you feel makes for a good random encounter? What keeps them from getting stale or annoying, in your opinion? </b>
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<br>Good random encounters should act like barriers and stop the player entering areas they are not able to survive in. For instance if an area is designed for a high level character, the surrounding random encounters should behave like buffer zones preventing lower level characters from entering.
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<br>Random encounters should be varied and imaginative. Instead of just adding monsters you can insert corpses, creatures fighting other creatures, abandoned convoys and ruins, friendly travelers, as well as combinations of the previous encounters that lead to new quests. </blockquote>
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<br>The game is good, albiet a bit clunky at the moment. The combat clearly takes a great deal of inspiration from <a href="http://www.interplay.com/fallout">Fallout</a>, though, and there's also a very similar viewpoint.
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<br>Spotted at: <A HREF="http://www.rpgcodex.com">RPGCodex</A>
The Omega Syndrome interview
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