Weekend Confirmed 95 - Ken Rolston, Kingdoms of Amalur: Reckoning
by Garnett Lee, Jan 13, 2012 11:00am PSTTwo game design heavyweights lend their voices to the show this week. Weekend Confirmed welcomes the legendary Ken Rolston, lead designer on Morrowind and Oblivion, who is currently working on Kingdoms of Amalur: Reckoning. Big Huge Games' lead combat designer Joe Quadara also joins us. Together, they provide new insights from the creator's side in our ongoing discussions around Skyrim and storytelling within large-scale open world role playing games. Of course, the conversation naturally then turns to the approaches they took with Reckoning, and we get into some detail about the upcoming game. There's much more as well with news and your comments from last week's show before we wrap it all up with Finishing Moves.
Weekend Confirmed Ep. 95: 01/13/2012
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Weekend Confirmed comes in four segments to make it easy to listen to in segments or all at once. Here's the timing for this week's episode:
Show Breakdown:
Round 1 00:00:00 to 00:29:13
Whatcha Been Playing Part 1 00:29:47 to 00:58:46
Whatcha Been Playing Part 2 00:59:44 to 01:28:13
Listener Feedback/Front Page News 01:29:17 to 02:00:27
Thanks to our special guests, legendary designer Ken Rolston and lead combat designer Joe Quadara (@bazooie).
For the latest on the game, watch the Kingdoms of Amalur: Reckoning Facebook page.
Original music in the show by Del Rio. Get his latest Album, The Wait is Over on iTunes. Check out more, including the Super Mega Worm mix and other mash-ups on his ReverbNation page or Facebook page, and follow him on twitter delriomusic.
Jeff Cannata can also be seen on The Totally Rad Show. They've gone daily so there's a new segment to watch every day of the week!
Follow the Weekend Confirmed hosts on Twitter, too! Garnett Lee @GarnettLee, Jeff Cannata @jeffcannata, and Xav de Matos @xav.
Remember to join the Official Facebook Weekend Confirmed Page and add us to your Facebook routine. We'll be keeping you up with the latest on the show there as well.
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Comments
JRPGs are kinda the worst - encouraging you to wait until the final dude is hovering over the world to start doing side quests. I personally think the best games are the ones that let you continue to do side quests after you've beaten the main quest.
If Garnett hasn't started playing it yet, The Witcher 2 is an example of very careful writing in this regard. Yes it's very linear compared to most WRPGs, but there are still quite a few side quests that all sound like activities within reason for Geralt's character - many of them dealing with his main profession - hunting monsters.
Perhaps someone should indeed make an RPG with no main quest at all. I already started a character in Skyrim with no intention of doing the main quest (at least not until very, very late). In fact, I figured out that if you don't even talk to the Jarl of Whiterun, dragons don't appear in the game at all after Helgen.
Thread Truncated. Click to see all 12 replies.
I think a better description of what you (and garnett) might want is the player being put in the midst of an event - maybe a battle or something, that they can influence, but will still move forward on its own.
A really good example outside of RPGs I can think of is a battle in ArmA 2 - a dynamic open-world military game where no battle happens the same way twice and you really do feel like a single cog in a giant machine. Depending on your role it's almost like you're a single unit in an RTS. Here's an example of something that might happen in that game:
If you're commanding a team and you call in helicopter support, there's a chance that helicopter could get shot down. If it get's shot down near you and the pilot survives, the commander of the battle (who is run by run by an A.I.) will give you a totally new mission objective to rescue the pilot. On the downside, there is actually a chance in that game that your A.I. commander can fuck up, lose the battle, and probably get you killed.
I think maybe something like that would be interesting in the context of an RPG if it wasn't deeply tied to a written narrative with content that can be seen or missed. Imagine if in Skyrim you could happen upon a large battle between the Stormcloaks and Imperials, choose to join either side, or just walk away and let it run its course. The problem is writing a narrative around something so dynamic. The fully dynamic battles of ArmA have no narrative outside of the narrative you and the A.I. create.
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