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Runemaster


Komutan

Öne çıkan mesajlar

Paradox'un yeni oyunu. Diğer Paradox oyunlarından çok farklı gözüküyor; grand strategy değil rpg.


http://www.youtube.com/watch?v=kWBjk7BDRaU

Runemaster is an RPG set in a fantasy realm based in the rich, majestic traditions of Norse mythology, casting each player in the role of a unique champion in a time of chaotic upheaval. Procedural maps and quests will ensure that no two playthroughs are identical, allowing players to tell a saga that is uniquely their own. Explore vast vistas through the six worlds of Norse myth, command troops in tactical combat, and define your champion through the choices they make.
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  • 2 hafta sonra ...
ahah harbiden ne kadar dandik bir trailer. kalitesizliğin yanında aptallık akıyor. sessiz filmmiş gibi text ekranları of of. bir de siteye background olsun diye yaptığı 1 adet vasat konsept resmini de eklemiş ya tam ortaokul dönem ödevi. keşke teaser yapsalarmış da böyle rezil olmasalarmış.

oyuna dönersek, RPG demiş ama bana o harita daha çok bir kings bounty izlenimi yarattı.

edit: ki öyleymiş:

said:
In this RPG, you are a hero in a time of chaotic upheaval. Explore the six worlds of Norse mythology, amass your forces and vanquish your enemies


tırt bi RPG yerine düzgün yapılmış, RPG mekaniklerini sonuna kadar kullanan Heroes styla bir oyun tercih ederim. tabii kings bounty kadar zayıf olmamak şartıyla.

said:

Vast vistas to explore: Wander the six worlds of Norse myth, from the lofty forests of Midgard to the fires of Muspelheim. Each time you start a new campaign, the world is procedurally generated to ensure each adventure is a venture into the exciting and unknown.
Rich tactical combat: Recruit and command an expansive range of units with unique abilities. Learn to use your troops – and the terrain of the battlefield – to crush your enemies.
Emergent storytelling: Who you are and the choices you make have a direct impact on the journeys you embark on. The game’s procedural quest system will take note of your deeds and challenge you accordingly. No two playthroughs will ever be the same.


Procedurally generated güzel bir feature. Gerisi vıs. Bildiğin hex combat olur işte. Emergent storytelling de kenarda bi tane portrait çıkar, dialog option 1 veya dialog option 2'yi seçersin. baştan oynayınca farklı olacak demiş, o her ne kadar prodecurally generated mantığına uyan bir öğe olsa da warrior ile bitirdim bir de wizard ile bitireyimden öte birşey olacağına görmeden inanmam.

şu oyundan yegane beklentim combatın ve RPG mekaniklerinin düzgün olması. kings bounty combatı resmen seneler öncesine götürmüştü böyle heroes IV tier falandı. şimdi tablete yapıyorlar öyle oyunları sdfsd. über bi combat bekliyorum bu oyundan. yaparlar diye demiyorum sadece beklenti sdfsd. yani madem paradox böyle çizgi dışına çıkmış sorsalar combatta potansiyel olabilir derdim sdf.
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  • 1 ay sonra ...
Son iki developer diary'de yazanları okuyunca epey iyi bir oyun olabilir gibi gelmeye başladı.

http://forum.paradoxplaza.com/forum/content.php?1833-Runemaster-Development-Diary-3-Main-Story


What is a story?
RPGs or role-playing games rely heavily on stories to create a compelling and immersive world. Runemaster is no different but as we are making the game, we are focusing on creating quests and a world that changes with the player’s choices and actions. We take much inspiration from Crusader Kings II’s narrative and storytelling, in that it is the player, not the game, that should create and tell a story. We will make sure that the worlds we create are inhabited by interesting people who you can interact with, do quests for or maybe fight. There is a greater limitation in making a story for a RPG than a grand strategy game, and we need to rely more on the imagination of the game- and quest writers than we have previously done. Quests differ a lot from events and are both more complex to make and to write. Those of you who have played CKII and has come upon the event serie Gate of Hell, imagine that but several times longer, more complicated and perhaps even more interesting. Then you’ll get one of Runemaster’s quests.

Even a game as purely random like Nethack has a story. It has a goal of obtaining the Amulet of Yendor, but nothing else. The story is in your mind as the mechanics fit together to form a story of unexpected encounters.

The Witcher 2, on the other hand, has several minor quests that you might not even think is a quest when you take action. In one region of the game you are able to either aid a couple of guards who are looking for elves or help the elves escape. Your choice of action will affect the game in a small way; if you save the elves you will be approached by someone later on in the game who will thank you and give you a small reward. The Witcher 2 is filled with things like that. It also has a great story with several different paths through it, and depending on which you choose you’ll experience a whole other story. We intend to take it a step further and make sure your every choice will impact the game in some way.

The Start
Each race has its own place in the six worlds of Runemaster. If you are a Human or a Troll, you will start in Midgard. Lightelfs have their home in Alfheim, while Dwarfs and Giants dwell in Jotunheim and Darkelfs reside in Svartalfheim. No matter which race you begin as, you’ll work your way through the game to learn about yourself, the worlds and the threat that lurks at the horizon. Your choice is quite simple, and depending on which race you choose to start as, you will try to free Loki, unleash Ragnarök, see the old world drown and a new world dawn or fight Loki, prevent Ragnarök from happen and be the Hero who saves the world. You will perhaps change your mind, and as a Troll try to gain favor with Thor and prevent Ragnarök. That’s up to you. What will you do?


Side Quests vs Main Quests
There are no sidequests in Runemaster, every quest counts toward the goal at the end and even if you might not know it or realise it, the game mechanics will make sure that no quest is made in vain. Each quest is stored in a database and your choices and actions will trigger different ones. Some are more exclusive ones, perhaps designed based on your class or race, others will change marginally and offer up new options or path through depending on your traits or quests you have completed before. One example is the dragon Fafnir, who once was a Dwarf whose greed turned him into a black dragon. Multiple quests will bring you to him, but you will only see one per playthrough.

The main quest has a quite simple goal: Either defeat Loki, prevent Ragnarök or free Loki and unleash Ragnarök. Each quest you do in Runemaster will bring you one step closer to the end. How you travel through it is up to you. Though the main questline will have anchor points, certain quests that are important for the storyline, they will differ depending on your choices. Are you a Dwarf, friendly with the Giants but hated by your own kind? Then the game will take notice, and make sure your quests will reflect that.

We are working hard at weaving each quest into each other dynamically, and it will be a great challenge for us but a challenge we welcome and look forward to. Our team is growing and many talented people will work hard at making Runemaster compelling, immersive and fun.

The End
There’s always a goal with a story, an end that will bind together all the threads the writer threw out during the storytelling. Sometimes that end has a morality lesson, sometimes it is a great joke, and sometimes it is just an end to put an end to the story. Runemaster’s goal is quite simple, to entertain, to educate, and to be a great game. Our goal is to make a game with great replayability, where the story matters, where each quest matters, and depending on your choices and your path, it will split up into different outcomes. You already know what will happen at the end of Runemaster, but you do not know how to get there, not until you have played through the game.



http://forum.paradoxplaza.com/forum/content.php?1847-Runemaster-Development-Diary-4-Personality-Traits



Welcome to the 4th developer diary for Runemaster. Today we will delve deep in the trait system, since you can’t have a role-playing game without traits and attributes. RPGs can take a number of different approaches to defining what kind of person the main character is. In some games, there is little choice in how your character acts, in others you can be either good or bad, and in some you have to decide on personality yourself and then make sure you act it out because the game light let you switch at any given moment. In Runemaster, however, we want the personality of your character to be formed by the decisions you make throughout the game.

Your choices have a direct impact on your quests
Runemaster is an RPG with an element of emergent storytelling, so our goal is to have the choices you make directly impact the quests you can embark on. The game’s procedural quest system will take note of your deeds and challenge you accordingly. The way you act determines not only what type of person you are, but also what personality traits you develop and what quests you get in future. (Would you hire a bloodthirsty murderer to save a wagonload of orphans?) One of the cornerstones of every Paradox Development Studio game is replayability, and the personality traits combined with the quest system will play a huge part in making every playthrough different.

You gain traits by your choices
Are you always giving others the version of the truth that is most beneficial to you or are you telling them what really happened? Are you helping people for nothing beyond their gratitude, or does your assistance always come with a price tag? Do you walk bravely headstrong into any challenge, or do you make sure that the odds are heavily in your favor before attempting something dangerous?
In Runemaster, we track your choices and map them onto a scale of different attributes, where each attribute has a personality trait at its extremes. This is an idea we’ve borrowed from Crusader Kings II, where characters can gain a multitude of different traits, each of which can dramatically change the entire game experience.
In Runemaster we’ve cut the number of traits to eight and those eight traits are based on four different attributes. Each time you decide to lie, act bravely or spend all your savings on a big feast for the whole village, we add or subtract a value from the corresponding attribute. When an attribute’s score gets really high or really low, your character gets assigned a trait.
Getting an attribute back to a normal range will remove the trait and your character might very well start off as an honest do-gooder and end up as a lying sell-sword after becoming disillusioned with the world. Changing from one trait to its opposite will take time though and could be compared to changing sliders in Europa Universalis III; it is a gradual process that might not pay off for you for quite a while.

The attributes and traits:
Trustworthiness - Deceitful and Honest
Resourcefulness - Thrifty and Wasteful
Persuasiveness - Manipulative and Charming
Heroicness - Craven and Brave

Why limited to eight traits?
Traits will greatly influence the quests you get, the solutions available to you, and the type of options you get in dialogs with other characters in the world. We felt that too many traits would lessen the importance of each trait and that it would be better to have fewer distinct traits so we can work into making each of them affect the way you get to play the game. A thrifty and deceitful character will do anything the reach a goal and sometimes the goal justifies the means, so we have built the quest system to make these traits stand out more starkly than they otherwise would in a more crowded system.

Traits are viewed differently by different races
Since they are distinct cultures with distinct values, the different races in Runemaster view traits differently. As a human most people will respect you for being brave and honest, but Dark Elf society is different as being deceitful isn’t necessarily something bad. Putting your friends and family in jeopardy by telling the truth when you shouldn’t have is instead something that quickly could make you an outcast in many societies, where in others honesty is always the best policy.

The trait system also makes it possible for you to shape the story you’re about to play. Perhaps your first game is as a craven Dwarf who spends all her coin on getting a host of Darkelves and Trolls to follow her, and then lies her way back into a Dwarf keep only to sack and plunder it. Maybe you’re playing as a thrifty and charming Troll Berserker who aims to make the current world a better place instead of gambling on the next?

Every quests you undertake, challenge you face and choice you make will affect how your hero is perceived, what traits you will gain and what further adventures you will encounter. We at Paradox Development Studio have always believed in games that allow you to set your own goals and decide which tools you will use to reach them. All of you out there who have played our strategy games, especially Crusader Kings II and Europa Universalis IV, know that we want you create your own story, and recognize that there are always choices and everything you do has consequences. With our tactical RPG Runemaster, we want every single playthrough to be a new saga where you as a player have the freedom to choose your path.

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