Firefly's Bradbury Q&A on Crusader, Dungeon

dh9_medium.jpgFirefly Studio’s Simon Bradbury sat down for a Q&A with Gamasutra. The interview is full of crunchy bits from the development aspect of gaming. The Dungeon Hero and Stronghold Crusader Extreme designer talks about organic and inorganic AI pathfinding as well as going postmodern with NPC dialogue cues. There are bits about the Stronghold Crusader sequel as well as Firefly’s new IP Dungeon Hero. Bradbury also talks about working with Take-Two in the past and Gamecock at this time.

One of the things Bradbury talks about is what he believes makes a successful offline PC game at a time where MMOs and casual games are dominant.

“…it’s going to be maybe a bit more casual and that’s where we’ve pitched Dungeon Hero. The combat’s got to be fun, and easy, but the skill is to make a game that is very accessible and casual, but at the same time rewards people who want to work at it.

But you haven’t got to make the game hard to start with, like a lot of games do. For example, remembering all the combos – it’s really not fun – so we wanted a game where you can see all the moves from the start, and the skill is using them properly.”

Read the full Q&A with Simon Bradbury on Gamasutra.

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