Don’t miss Kieron Gillen’s interview with Blair Fraser, lead designer of this month’s addiction, Sins of a Solar Empire and Stardock’s Brad Wardell.
Highlights from the interview:
On why they focused on what they focused on:
I can’t count how many times I’ve looked at that list during a game purchase only to be disappointed that bullet point X wasn’t all that fun and was obviously shoveled in to receive the checkmark. The game would have been better off by dropping it. In a sense, things done poorly are worse than not done at all – especially when the resources involved could have made a “good” feature “great”.
You have to provide a certain minimal level of lore, immersive detail and backstory so that players have a foundation on which to create their own story during single player. In this sense Sins provides a lot of material. Every ship’s appearance, abilities, and voices, all research trees and the specific topics themselves every music track, every sound effect – well basically everything in the entire game is based around the story and lore behind the three races and the rest of the Sins Universe.
On things that suck:
I’m I’ll about planet suckin’. I love when the Vasari’s Jarrasul Evacuator (aka the floating mega city) powers up its Drain Planet and you watch all the debris fly up from the surface into its gaping maw in a giant, swirling, vortex of destruction.