Artikel: Expeditions: Conquistador
Interview mit den Entwicklern
Montag, 28.01.2013 | tbr
Gamers: Are there games, which you consider as a source of inspiration for "Expeditions: Conquistator"? If yes, which games would that be?
Logic Artists: In terms of the overall structure of the game, we’ve taken a lot of inspiration from King’s Bounty – that style of riding around a miniaturized world map in real-time and then loading up a smaller battlefield divided into a hex grid whenever there’s combat, which in turn was taken from the Heroes of Might & Magic series, that’s obviously something we’ve used.
The combat itself is more like a traditional turn-based RPG though, like you’d find in the two original Fallout games for example. We’ve also used certain elements from Dungeons & Dragons, such as the relationship between movement and actions or concepts like attacks of opportunity. Finally, we have the roster of troops that you select from when you go into battle, which can get permanent injuries if they’re knocked out, which is inspired either by the original Rainbow Six or the original X-COM, depending on how you look at it.
Gamers: Back in August 2012, I had the chance to play the first beta-version of your game and I already liked what I saw very much. But there have been many changes to the game since then. Which aspect of the game changed the most in your opinion?
Logic Artists: The world map is probably the aspect that’s changed the most – pretty much immediately after Gamescom, we removed the hex grid from the world map so you now just ride around freely. It makes the game look better because the hexes don’t get in the way, and it feels a lot less restrictive because you have more freedom in where to go and how to get there. It also allowed us to change the way you interact with objects a little – instead of going to a hex that contains an icon, you now just click on an object in the game world to activate it, just like in King’s Bounty, and that feels a lot better, more natural sort of.
The combat has changed in a lot of ways too, though. We’ve replaced all the animations since you played the game, we have more enemy types, every character type has different models now, with visual variation to show the quality of their armour and weapons, we’ve more items, you can decide what type of weapon each follower should use, our GUI has been improved, we have more types of victory condition in the battles, and so on and so forth. Plus, we have a whole second campaign set in Mexico, of course! We’ve done a LOT in those 6 months.
Gamers: In this respect, how long is the game in development? Where there many changes since the first concepts?
Logic Artists: It depends how you count! The original version of the game was a simple XNA demo made in 3 weeks for a university project – it was 2D and mostly text-based. That was turned into a similarly 2D and text-based Windows Phone 7 game over the course of a couple of months, and then last April we started building it pretty much from scratch as a 3D turn-based RPG for Windows, Mac, and Linux. So if you count everything, the game has been in development for over a year, but the PC version itself has been 9 months in development and it will have been 10 months when it’s released.
Gamers: Could you please explain the passive skills to our readers? How many will there be?
Logic Artists: We have 33 passive skills to choose from including 8 weapon proficiencies, and you select one of them every time you promote a follower. Followers can be promoted a maximum of 4 times (to level 5, which is Lieutenant), but most followers will only ever achieve level 3, where they will have 2 passive abilities. They’re called passive abilities because you don’t specifically activate them when you want to use them, they automatically apply under the right circumstances.
A passive ability gives the follower a certain advantage in battle, either a small advantage that often comes in useful or a big advantage that only applies under some circumstances – for example, one of the abilities makes a unit more accurate (or rather, less inaccurate) when shooting at a target behind half cover. A similar yet very different ability negates the accuracy penalty of ranged combat when fighting in darkness (such as at night).
We also have more interesting ones, that may slightly change the way you use a unit, such as one that makes a unit deal more damage when they’re 8 spaces or more away from any ally, or the ability that lets the unit make two attacks of opportunity every turn instead of one.