text (short) Und noch ein Interview: diesmal zu Devastation.
ActionVault ließ es sich nicht entgehen den technischen Lead-Designer und Cutscene Director von Digitalo, Ben Golus, zur Story von Devastation zu befragen.
quote: Action Vault: When you first laid out your high-level goals for Devastation, to what extent was having a strong story element important within the overall concept?
Ben Golus: At first, the story wasn't going to be a major part of the game, and although we had a detailed plot, Devastation's single-player was originally budgeted to be a ladder-style mission-based game. Players were still going to see a back story, one that had more depth than Unreal Tournament or Quake III, but that isn't really much to begin with as those types of "pure" arena/tournament games didn't need it, and that was what we wanted Devastation to be at the time. |
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related links:
zum Interview Quelle: VE3D.com |