IGNPC: What are you looking at for minimum requirements? In addition, we wanted to have the game elements broken up into modules, so that we could release new sets online and let the players have fun creating new and interesting stories. much like the real DM does in the paper and pen version of the game. Not only would DMs be able to watch other players go through dungeons the DM created, but the DM could also take over the monsters (rather than just have them wandering around) to better adjust the flow of the game, create special magic items on the fly to include in the "next" pile of treasure, and so on. JK: In the beginning stages of design (back in 1998) one of the first items we had to put on the back burner was the DM Mode. IGNPC: Is there anything you really, really wanted to get into the game that you just haven't been able to? Single-player games are different from Multiplayer games in that there is more quest-oriented gameplay for single-player, and more action-adventuring for multiplayer.You can go back after finishing the game to solve the quests you haven't finished, find new NPCs who can join your party, and more. The Interactive Environment which allows players to smash crates, block doors, and so on.The 3D animation which brings more realism to the characters and monsters, and allows us to do really large creatures (the largest takes up approximately two-thirds of the game screen).The new 3rd Edition Dungeon and Dragon Rules.JK: There are several features that will set this game apart: IGNPC: What are some of the features that you think are really going to set Ruins of Myth Drannor apart from the pack? In fact, we're aiming for a simultaneous world-wide release in the US, Germany, France, and Japan. In many ways it's the same 'ol D&D that we know and love, and at the same time, it's improved, easier to use, and more heroic. We've been playtesting the new rules set for almost a year now and I have to say that it's a breath of fresh air. After looking at the new set we found that we were at a point in the design where the transition was both a) able to be done, and b) beneficial to the product. The biggest diversion (and the best) in our design was the decision to support the new D&D 3rd Edition Rules. It is a game that is quest-heavy in single-player mode, and action-heavy in multiplayer mode. We worked closely with Stormfront and our game designers and came up with the game idea that we're still behind: a game that appeals to RTS as well as turn-based gamers that presents the Dungeons and Dragons world in a new way, and brings the world to life. The game went through a series of design passes some people wanted exactly the same story and adventures as Pool of Radiance 1, whereas others wanted the game to be more competitive and go toe-to-toe with Diablo 2 and as then-not-released Baldur's Gate. It was to be a ¿ perspective presentation using 3D character models with the Stormfront animation engine (NOAM) and an interactive environment. JK: When we first started the game Stormfront Studios had a great proof of concept for the basic look and feel of the game. IGNPC: What did the team set out to do when you began to create Pool of Radiance: Ruins of Myth Drannor? What were your goals and aspirations? How close are you to accomplishing your initial vision of this game? It's amazing to hear the characters come alive and the added emotional depth that we've gotten for our game. Most recently we had a week-long voice recording session with voice actors for the spoken lines in the game and cinematics. Currently we are moving towards Alpha and looking into the prospect of adding more to the game in terms of more character models, textures and better support of the D&D 3rd Edition Rules. Stormfront has beefed up the production team to make dates and ensure a high level of quality in the game. Jon Kromrey: The project is moving ahead smoothly and at full steam. How's the project going so far? What are you working on now? What are some of the most recent additions to the game? IGNPC: We've talked to the development team a couple of times in the past, so let's start out with a few general questions.
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