Dungeon Siege - Chris Taylor
Microsoft's Gas Powered Games' first foray into the RPG genre has been a long time coming; though there is now light at the end of the long development tunnel, and it does look promising. With this in mind we spoke to head-honcho Chris Tailor (formerly of now defunct developers Cavedog) on his new baby, Dungeon Siege.
The RPG genre is one of the most established around, from what I can gather Dungeon Siege hopes to add a fresh take on the established rules. What are your motives behind the ambition of the game?
Chris Taylor: I have always enjoyed working with the latest thing that technology has to offer... be it a faster CPU, more RAM, or the latest in video rendering technology. It's a lot of fun to create something that pushes the boundaries and delivers something that has never been seen before. That's technology, but on the design side, I enjoy creating designs that can attract more players, a design that makes the experience more fun, with less hassle and learning curve. Especially as I get older, and time becomes more precious, it's important to have entertainment that you can jump in and play quickly and easily.
..how are you planning to achieve this and book Dungeon Siege it's place in RPG history?
Chris Taylor: We took all the things we enjoyed about past games, and left behind
the things we didn't enjoy. We are creating our ideal of what this sort
of game should be all about. Exploration, cool weapons, special
effects, over-the-top combat, and a light story that moves along
quickly. We added Packmules to carry lots of stuff, for those who don't
like leaving things behind in the dungeon. We made it so that stores
give a full money-back-guarantee on anything you buy, and will sell you
back an item you sold to them accidentally. We made the world
continuous so you never have to back-track and see the same scenery more
than you have to. We selfishly built a game to deliver the kind of
experience that we have always wanted... now we get to find out if
people agree with us! Tags
