Din’s Curse Interview, Screenshots

After unveiling the first three screenshots from Din’s Curse, Soldak’s Steven Peeler brings word of a new interview about the game conducted by Vince over on the Iron Tower forums.

I’ll be honest. When I started reading the announcement, my first reaction was “Another action RPG! Why, Steven, WHY?!” Then I read that the game features a dynamic, living world with dynamic quests and my interest went way, way up. So, is it fair to say that the dynamic world is the main feature there? Tell us about it. The format is a small essay.

The dynamic world is definitely one of the main features and many of the other big features like the randomness and choices works hand and hand with the dynamic world. You will never play the same game twice. Not only will each game start differently but even if they some how managed to start the same they would quickly diverge. This is caused by your actions, your inactions, NPCs’ actions, and even monsters’ actions. What you do and what you don’t do is very important. Let me give you a good example to illustrate how this works.

You just found out that there is an uprising of Nagas in the dungeon, but you’re currently busy with something else. Soon they find a leader named Salir. You don’t care about some Naga named Salir. However, Salir sends some raiders to town and they take Kata hostage and a ransom is being asked for. Can you rescue the Kata? Should you just pay the ransom? If you refuse the ransom, can you rescue her in time? She will die if you cannot save her. Let’s say that you refuse the ransom and Salir manages to kill Kata. What if that was the town’s apothecary? I hope the original reason why you were too busy to deal with the uprising was not finding supplies for the apothecary to use to cure a plague. That would be a bit difficult now.

Depths of Peril does some of this, but we are pushing this a lot further in Din’s Curse.

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