Your donations keep RPGWatch running!
Box Art

Drakensang - Update Interview @ RPG Vault

by Magerette, 2007-12-20 18:40:11

RPG Vault has posted an interview with Project Director Bernd Beyreuther of Radon Labs  on the latest status of  thier upcoming cRPG, Drakensang:The Dark Eye. There are some nice screenshots included in the piece and a lot of information on the shape the game has taken:

Jonric: What are the key features and elements of the combat system that differentiate it and make it more tactical than what we find in many other RPGs?

Bernd Beyreuther:
The most important feature in combat is to being able to pause it at any time. This will allow you to give your orders wisely, change weapons, sip potions or cast spells. There is never any time pressure on the player; he has enough to think about his tactics, and adjust them if necessary.

Players who are more into action have the option to let the combat run. They will be impressed by aspects like the detailed spell and special attack system.

Since you can pile up orders, tactical players can program detailed combat strategies, then watch and see how they work out. It is not about quick, fast clicking or good reactions; it is about winning a fight because of good preparation and knowing your skills.

Jonric: How significant will the story element be, and what are you doing to make this part of Drakensang stand out?

Bernd Beyreuther:
Drakenang's story is one of its key elements. This game is no rush-through action hack and slay. The story has been the cornerstone since the start of the whole development process; you can even describe the game as story-driven.

Players will experience an epic story with unique characters. There were six original The Dark Eye authors who created the Drakensang story, dialogues and more than 80 unique characters that, of course, also got unique looks. In-game cutscenes support the story, which develops very intensely when you talk to other characters. We had a very special eye for all these characters that the player can take into his party. We are convinced they will easily find a way into the player's heart.

Jonric: How significant will the dialogues and other interactions with characters be within the overall gameplay?

Bernd Beyreuther:
Dialogues are definitely another key element of Drakensang and its gameplay. They are mandatory for solving quests; we could even say they are the story's motor.

We expanded the classical multiple choice dialogue system to make it more dynamic. Dialogue skills like beguiling or convincing will mean conversations never run the same. It is important for the player to get immersed into the story, to engage in dialogues; otherwise, he won't be able to complete various quests, or even get them.

Jonric: Did the pen and paper property provide much source material related to the design and look of the locations and environments in the gameworld?

Bernd Beyreuther:
We have more than seven million The Dark Eye pen and paper players in Germany, all of whom carry a certain image of Aventuria in their hearts. It is a tabletop universe, so there aren't huge numbers of illustrations; the campaign world is made up by you, in your own mind. We felt it to be our task not to destroy or break these players' illusions when doing our PC game. 3D graphics and today's techniques allow us to give Aventuria a face, a look, a graphical feeling for the very first time. So, we very carefully planned what to do.

The title is expected to finish in Q1 2008, and here's the latest on international distribution:

Jonric: What is your current status with respect to distribution in other markets, such as North America, of course?

Bernd Beyreuther:
We may be able to tell more in just a matter of weeks. Drakensang's publisher, dtp, is currently in the midst of working on internationalization. So, we may be able to present release dates for most territories before very long.

Information about

Drakensang: TDE

SP/MP: Single-player
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: Released


Details