GR: Did you take any ideas from books, games, or movies for this environment of evil winning? Which and how? I’ve never read a book or seen a movie with a fictional villain as fascinating as Alan Dulles, Qin Shi Huang, or Kim Jong-Il. So most of my own inspiration for Tyranny has come from real life. Our inspirations included The Black Company, the Fallout series of games (Obsidian created Fallout: New Vegas), and the ‘What if evil won?’ question was unavoidably read as ‘What if Sauron won?’ so there’s always a little Lord of the Rings in any modern fantasy, though I’m proud to say we don’t have elves or dwarves or a lovable midget race of any kind.įor my own interpretation of the question ‘What if evil won?’, I’ve always assumed the answer would be ‘sounds like real life.’ Evil wins when people learn (or are shaped by ignorance) to accept it as required and normal. So ‘evil setting’ was an owner mandate from day one and as far as design constraints go, that’s a fun burden to have around your neck. ‘What if evil won?’ was the question asked in the earliest pitch documents. Matt Maclean, Lead Narrative Designer: The dark setting was one of the original pillars of the game’s design. GameRevolution: What inspired the dark setting for Tyranny?
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