» Sat Jun 16, 2012 3:50 pm
This was a really good question, interesting to hear Todd's response:
Wheaton: As a developer, when do you make that decision, that you're gonna give players different ways to have fun with this game. Because things have really changed. If you go back to Ultima, Kings Quest or Wizardry, you kind of have to do this very small set of things, that's what the game is. What you've done is create a world that's more like sitting down to play Dungeons and Dragons, or any RPG, where the DM knows, "This is what my players want to do." So how do you anticipate that stuff and when did you make that decision that this is what you're going to do?
Todd: What we tend to do is make the world as realistic as possible, with all the parts, and then find as many ways as we can, we call them "joy buzzers," where they go "what can we do with it?"...as long as you teach the player, this is kind of a fun diversion, and players get that. But if you look at Ultima 6, is the one where, you can bake bread. That just made everything else feel more real. And that really worked on me in those days. If you can let the player do those things and now they've suspended their disbelief, they have blinders on to where this is my reality for this time, then when a dragon lands or something big happens, that's when it really hits me.