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#31
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Quote:
"I love systems that are asymmetrical and chaotic, where the player can’t easily see the tell-tale structure and patterns of deliberate, organized human design." This is the exact reason I loved Dark of of Camelot and was bored of WOW within hours. Dark age balanced their system for RvR not for each character or each item. Like certain duo's could wipe full groups of people when played well or in the right situation. This is also the reason D3 is seriously lacking for me. Right away I noticed every single skill in the game is based off of a % of weapon damage I really dislike this kind of lazy, simplied balancing system. You know exactly what to expect from start to finish on any skill you choose or any class for that matter. Arthur you have some great philosophies regarding game design. I know you won't disappoint us. If you ever get stumped look to DnD for the answer!
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#32
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I'm just so impressed with Crate and Arthur. It's been a long time since I've heard a developer speak this way and mean it. Kudos.
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#33
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Finally, a believable head game designer.
Arthur Bruno is my hero.
__________________
"Do you like cool items? We like cool items. We should probably have cool items!" Zantai - Crate Employee, Designer Currently Playing DCUO & Skyrim Waiting For GW2(maybe), ESO, SO:TL DLC, Halo 4 and of course GD |
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#34
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Last couple years i've been playing games that are known to be tougher and adjusting the difficulty of currents games. I am GLAD that Crate is making Grim Dawn a game that will be tougher than the junk out these days. WELL SAID Bruno!
__________________
Legendary Fan The realization of change is instant, but change itself takes time. |
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#35
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Very lovely interview. The hardcore community is ready to support the developers...someone just needs to go out and get that slice of the pie.
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#36
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Quote:
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| Tags |
| interview, press |
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