Chris: Alpha Protocol is definitely an evolution of the things that we’ve learned of all role-playing games.
Ryan: An RPG is a role-playing game, as you go through the game you basically discover either more about yourself or more about the story that’s actually occurring.
Chris: When we were moving into the late 90’s there was a resurgence on role-playing games that we were lucky enough to be a part of, with games like Fallout and Bowler’s Gate, and Planescape Torment. Whether genre really advanced and became much more story-based. We have quite a pedigree and working on games like Starwars: Knights of the Old Republic II, Neverwinter Nights II.
Chris 2: And then we are up at the grand shot to doing certain more experimental RPGs which we’re doing out of protocol which is out first real-world RPG which I’m incredibly excited about.
Chris: We really wanted to make an actiony game, something that really made the player have to think both tactically and be a little twitchy at the same time.
Ryan: When it comes to Alpha Protocol being the fore front of modern RPGs, I definitely think we have some things going for us.
Chris: You have a player character — , RPG systems and stats, combat-
Ryan: We have a lot more action elements kind of a real time setting-
Chris: -story that branches with dialogues-
Chris 2: Our combat mechanics are excellent-
Chris: Tons of items and equipment- and Alpha Protocol really stood out is this exciting thing that we could do where we could take all of these experience and make something that was really new and different, and incredibly cool.
Chris 2: -are used at exploration of every world spaces is intriguing for the player because they’re actually exploring spaces that actually gone through in a real world but now there’s a whole lot of enemies to fight, cool things to find, doors to kick down like—
Chris: Everything that you’re doing in the world is sort of tangible in a way that things in a hot end, high-fantasy or maybe in science fiction are not –.
Chris 2: Basically you’re taking the real world and now you get to play around with it to you hearts content.
Chris: All the owners and a lot of the senior level people at company have role playing experience that dates back to pen and paper. And in pen and paper game you can kinda do anything you want and so when we into make any game we will not try and have that same sort of experience.
Ryan: Choice and consequence in a role playing game, we feel very strongly about it, it’s sort of core to the role playing experience.
Chris: I think you have to have lots of items and equipment, and things like that, that the players going to be able to use to grow their character over the game.
Feargus: Everybody talks about story in games and its story is the most important thing, but I think we really hit it.
Chris 2: The more real our player customize is where I’ve choose the skills and abilities they want and then see the repercussions of those choices in the actual game environment is very very important, like if you choose to let an arms dealer go within the game- [Ingame Dialogue] That actually has game mechanic repercussions on missions that are --. So if you let the arms dealer go for example, that actually means terrorist you’ll meet later on, they’re more well armed, they’re better supplied. In the end I think what’s the most important thing is choice.
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