Новое интервью разработчиков. Выдержки выложу попозже.
Добавлено через 13 минут
Про направление сюжетки в общем:
“Saving the world is not really an option,” says game director Brian Heins, frankly. “This isn’t a hero’s journey about saving the world: this is a much more personal story about your character and the world they’re in and the consequences of your actions. So it’s not about saving the world or destroying it; it’s more about your own personal journey and growth in this world.”
Про отыгрыш за хорошего:
“What we were trying to do with Tyranny was to give players a different experience than what they see in most games and RPGs,” says Heins of this imposing edifice of moral grey. “Other games give you some evil choices or evil options ‒ we really wanted to tell our stories in a world where the easy path is the one of being the bad guy.”
“If you want to play that good character, there are definitely options and choices you can make… [But] ultimately you are surrounded by some bad people, who want you to work with them do things the way they want them done. So, if you do decide to work against them, there are going to be consequences to that.”
Про основную движущую силу, архонов, а именно их подковровые интриги:
In Tyranny’s hierarchy, the ruling class below Kyros ‒ the Archons ‒ are the biggest source of the game’s friction. Essentially a cabal of demonic cabinet ministers, the Archons are constantly struggling to one-up each other, ever conscious that their prosperity ‒ and their lives ‒ depend on how useful they are to Kyros.
Про фракции:
“Each of the factions has its own viewpoint on Kyros’ empire and what needs to happen,” says Heins. “So, one of those groups you may ally with, for example, they may have a village that has been conquered during a war, and perhaps there are people who are resisting Kyros’ rule in the village. Ultimately the force you ally with may want you to wipe out the village entirely, the idea being that if this rebellion isn’t put down it’s going to inspire others and create greater chaos throughout the world.”
“So from their perspective, the greater good is going to be to slaughter everyone to prevent more death and violence occurring throughout the land. You can choose to go along with that, or you can choose to say, ‘No, we’re going to punish the guilty, but keep the people in the town alive and try to bring them into Kyros’ empire, and [make them] understand why law and order and the rules of Kyros’ empire are good for them in the long run.”
Про выбор и последствия:
“In some cases in dialogues, pissing somebody off and making a character angry or react to you in a [negative] way will give you options for the dialogue or in other conversations that you wouldn’t have otherwise,” says Heins. “Provoking someone to attack you, for example, you could use that to say [to someone else], ‘Look at what a hothead this person is - he’s attacked me for no reason.’ You can use those moments to achieve other goals and generate sympathy. So, you can use characters in interesting ways.”
Про продолжительность и перепрохождения:
Moral and faction choices aren’t anything new in RPGs, but the other interesting part of Tyranny’s pitch is that, for a modern RPG, it’s going to be short: just 20-25 hours long for a playthrough... And secondly, making an RPG a quarter of the length of its triple-A competitors means even more branching choices and consequences can be squeezed in.
“Ultimately, we wanted to make a game that people could finish in a reasonable timeframe, and then maybe come back to and play again” … So I want to make a game that I could sit down with for a couple of weekends and finish and have a great experience, and then when I come back to it again, I can make different choices and have a very different experience.”