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You
made it to the interview! The interview is split into 4 categories:
The Game:
RPG: First of all, thank you for
taking time out of your busy schedule to do this Q&A, we really
appreciate it. I'll start off by asking why there isn't an official
site up for POR2? Thus far, we have only seen the little site over
at Wizards of the Coast, but when can we expect an official site?
Jon Kromrey: An official site is in the works. Right now
were going over the design and the content as well as a time line
for updates.
RPG: Tell me a little about the game engine,
and what makes it different from the Infinity Engine used for Black
Isle's games?
Jon Kromrey: The new Pool of Radiance engine is created
by Stormfront Studios and uses (for the first time in a D&D
game to my knowledge) full 3D character models with a state-of-the-art
animation system, exquisite hand-rendered 2d backgrounds, and an
interactive environment. This engine is like no other that's come
before, and it adds an incredible amount of realism to the game...
The characters look more realistic in the movements; no click-stop
animation like in Diablo 2 or in BG -- you can see them breathe,
and after running they breathe faster -- the environment is
interactive, meaning that you can push a crate to block a door to
keep your enemies at bay (like in a real D&D game), your character
can step on a table and thus get the elevation bonus to hit (+2),
and so on.
RPG: So, what's the story of the
game, it's reason for being? Also, why is it taking place in Myth
Drannor?
Jon Kromrey: When the project was initiated, I came on
board and laid the groundwork for its setting in Myth Drannor and
linked to New Phlan, the original site of the Pool of Radiance.
Myth Drannor is, in my mind, the Camelot of the Forgotten Realms.
I chose it as a setting for the game because of it is a place
where ancient ruins, mystery, magic, and extreme danger go hand-in-hand....
what better place to have a great RPG? In addition, Myth Drannor
is an Elven city which was destroyed hundreds of years ago by an
invading Army of Darkness. No other city in the Forgotten Realms
could compare to Myth Drannor at its height. It was infused
with magic, and in fact had and still has a powerful magical sphere
surrounding the entire city called a Mythal. It was a place
where elves, humans, halflings, and dwarves co-existed in harmony
and was a center for learning and studying magic. Now, hundreds
of years later, the ruins are overgrown with vegetation, infested
with the deadliest of monsters, and riddled with pockets of ancient
weapons, magics, and artifacts.
RPG: Will the game be using the
D&D 3e rules like Neverwinter Nights? With a probable release
date somewhere around fall 2000 it would be a logical choice. This
would seem like a great way for TSR to publicize the new edition
of the gaming system.
Jon Kromrey: I was a guest speaker at Gen Con 99 and announced
that Pool of Radiance will be the first computer D&D RPG to
use the new Third Edition Rules. We plan to release the product
worldwide soon after the new 3rd Edition books appear at Gen Con
2000. TSR is very excited about this product and has several publishing
plans. In addition to the PC game, there is a novel version in the
works, as well as a possible 3rd Edition Quick Start book based
on the game.
The
Graphics and the Environment:
RPG: How does the game graphics
differ from other games? We have only seen a couple of screenshots,
and it looked great. But what about the colour depth, resolution
and in-game scenes? Is 3DFX incorporated in the game?
Jon Kromrey: Simply put, the graphics for Pool of Radiance
will be stunning. The use of the 3D art and animations make the
characters come alive, and also allows us to do BIG monsters...
more than half of the screen big. Were generating the art assets
in 24-bit color and the resolution is 800x600. 3D accelerator cards
are required, the minimum being a 12 MB Voodoo 2 class card. This
includes Riva TNT, Matrox G200, and 3dFx Voodoo 2.
RPG: Will the world be one huge
scrolling area, or several areas linked together by an overall map?
Jon Kromrey: I'm happy to say that the overland world
will be one huge scrolling area, about 200-500 screens (according
to my estimations). This does not include all of the dungeons and
secret places either.
RPG: How interactive will the
environment be? Could you give us a couple of examples of how objects
and locations can be manipulated by the player?
Jon Kromrey: For reasons of game design and complexity,
the environment will not completely interactive. Tables, boxes,
benches, and other items will be able to be manipulated by the characters
in a variety of ways. Different items will be available in different
places, and used in not always the same way
RPG: Is POR2 a very linear game,
or is it the pace of the player that decides the action? How much
freedom of plot-development is there in the game, and will there
be different ways to complete it?
Jon Kromrey: From the beginning we've designed the story
to be non-linear. As the characters progress through the adventure
there will be few critical path quests and a plethora of smaller
quests through which the player can garner new clues as to the mystery
of the Pool, and what's behind it all...
Gameplay
Questions:
RPG: Party-creation: Will it be like Baldur's
Gate where you create one character, and the rest is NPC's, or will
you be able to create your entire party from the get-go?
Jon Kromrey: You will be able to create your party of
4 characters from the get go. As you adventure you can add 2 NPCs
to your party for a total of 6 characters. I may add here, that
once an NPC joins your party you are in complete control of that
character... no backstabbing allowed ;).
RPG: What kind of character-classes
will be available, and which races? Will the player be able to have
an Orc or a Sea Elf in the party? And how about a Kobold Wildmage?
Jon Kromrey: The goal of Pool of Radiance is to go back
to the basics of Dungeons and Dragons, and at the same time be true
to the setting... Myth Drannor is a wild and extremely dangerous
place... you won't find a Paladin there, nor will you find a tavern
on the corner teeming with mercenaries for hire. The basic classes
and races will be supported, along with the new 3rd Edition race
of Half-Orc and classes of Barbarian and Sorcerer.
RPG: Will there be NPC's who can
accompany your party, and will high-level characters attract followers?
Jon Kromrey: Yes. There are several NPCs the party can
choose from. Because of the nature of the ruined city, however,
there are not enough followers to be attracted to the heroes (probably
would have gotten eaten by a Baatezu or Phaerimm).
RPG: Do NPC's and monsters have
their own plans and agendas? Does the game-world move without the
participation of the player, thus creating a more realistic gaming
experience?
Jon Kromrey: For reasons of story pacing and background,
each NPC has a mysterious background and secrets about Myth Drannor.
It's up to the player to ask the right questions and seek out the
right clues. Some NPCs move around to different locations at different
times.
RPG: An essential part of every
CRPG is combat. How does combat work in the game? Will it be traditional
turn-based AD&D, or real-time, or maybe a mix of both?
Jon Kromrey: Combat will be a unique mix of both real-time
and action-based combat that will appeal to both single and multi-players.
Using the new 3rd Edition initiative rules, the characters will
have a timed-initiative action phase (similar to Final Fantasy)
which allows the player time to choose his action and strategize
actions during combat (attack, move object, defend, bind wounds,
cast spell, etc.). Each character has a certain time to act, and
then the next character (or monster) goes. The time to react is
adjustable by the player (or host) so the novice players can take
all of the time they want, and expert players over the internet
can react quickly (not waiting for someone to make up their mind)...
all this mimics the natural play order of the paper D&D game.
If a player does not make his decision in time, then the character
automatically takes a "defend" order and the combat continues.
RPG: How important is combat for completion
of the game? Will it be as common as in Baldur's Gate, or are you
going for a more dialogue/role-playing based game?
Jon Kromrey: As RPGers ourselves we want our cake and
the chance to eat it too... in short, both. We like having a lot
of action in the game and the chance for our characters to advance
in experience and get magical items. At the same time, we like adventuring
in the unknown and seeking out answers to the mysteries laid before
us. We're putting a lot of what we love most about RPGs into Pool
of Radiance.
RPG: Many of the up-and coming
CRPG-titles have been accused of being too close to one game or
the other. What makes Pools of Radiance II different, and
what features does the game have to back this up?
Jon Kromrey: Several items make Pool of Radiance stand
out: the character animation system, the fact that we have an interactive
environment, large creatures with never-before seen D&D monsters,
and the fact that we're continuing the legacy of the AD&D Gold
Box Games. Multiplayer:
RPG: Many of the grand role-playing
games of the recent past (Fallout, Baldur's Gate) have not been
very multiplayer-friendly. How will Pools II manage on the increasingly
larger multiplayer gamers? Will it be able to compete with games
like EverQuest, Neverwinter Nights and Acheron's Call, or will it
be geared more towards single-player?
Jon Kromrey: As a major difference from Baldur's Gate
(which was single-player only up until it's last few months) we've
designed Pool of Radiance from the beginning to be a fun game for
both Single and Multiplay. The combat system is one aspect we feel
will make it fun for both single and multi-players, and in addition,
we have some secret aspects for Multiplay that will not be in the
single play game, but for now my lips are sealed ;).
RPG: Will the maps/dungeons vary
from game to game in multiplayer-sessions, or will locations be
fixed, with different encounters instead?
Jon Kromrey: There will be some differences... I can tell
you more in a few months.
Tidbits:
RPG: A lot of people have been
speculating as to how you will implement the Dead-Magic Zones. Will
wizards become ill while being in one, and how do NPC's and monsters
react to these places?
Jon Kromrey: Magical Dead zones have been removed from
the game.
RPG: Will POR2 support SoundBlaster
Live and other 3D soundcards?
Jon Kromrey: At this time I can't list specific cards,
but yes, we will support 3D surround sound.
RPG: Wasn't Pools of Darkness
in reality the sequel to Pools of Radiance? Why not just call
the game "Ruins of Myth Drannor" instead?
Jon Kromrey: The Pool of Radiance game was the first in
the series and for many people, was their first D&D computer
RPG. We feel that retaining the title adds strength to the product.
RPG: Are you creating new monsters
and spells for the game to go with the traditional ones?
Jon Kromrey: Yes.
RPG: Will there be dragons? And if so,
are you able to fight them?
Jon Kromrey: Yes. You will probably not survive, but you
will definitely be able to fight a dragon.
RPG: Will we be seeing any famous
Realms personalities who live in the area in the game? People like
Elminster, Manshoon and The Knights of Myth Drannor?
Jon Kromrey: Yes. Can't say much more at this time.
RPG: Non-Weapon Proficiencies
and Two-Weapon style has been missing from all the recent AD&D
games. Any luck we will see these features in POR2?
Jon Kromrey: We're looking into it and would very much
like to support this feature.
RPG: Thank you very much for your
time. We really appreciate you taking time to talk with the little
people. It was a pleasure doing this interview.
Made
by Søren
Kristensen, for RollespilCentralen. Released 11th October 1999
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