![]() The other part of that is we always wanted to have that initial feeling of a 4X game where exploration is interesting. And you always must plop your tower into a new area. We wanted to have a focus for you that was very strong, but it also needed to be mobile, so you only have your little area of influence. Where you go outwards from the centre and everything between you and your border is dead and uninteresting. But then obviously if you only have your tower your area of influence is going to be limited and we didn’t want to paint the map. So, you want to tech into your tower, invest in your tower and that is visible by your tower getting larger. And the circle of mages has their own towers and the question of who has got the biggest. One of the things that was clearly for us from the beginning there as well is we wanted a clear competition, so you are a mage and you are up against the circle of mages. It doesn’t feel very different from being a king or being an emperor or being whatever you are from other games of that type. Because from the get-go that was our vision on the product.Īnd we quickly came to the point where we said if your mage is just another nation with magical abilities like I can take areas, subjugate the natives. J: The core concept for us was we wanted to do something that was like a 4X in some elements but is also an RPG and centres around the mages. Q: How did the team come up with the rather novel idea of the moving castle? And the corollary concept of apprentice lodges? – easytarget ![]() ![]() Thank you once again for your questions and participation! If you want a to-the-point overview of the questions and answers, please read on in the posts below ![]() If you wish to read a full transcript of the entire session, you can find it on our Discord: Today, we present to you two transcripts of the Q&A that took place on March 31st. Fellow mages of Eo, we thank you for your patience. ![]()
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