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The Bard's Tale - Developer's Diary, Part 2
System: Xbox
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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The Initial Design

The first step in designing a game is, of course, deciding what type of game you’d like to make. In the case of The Bard’s Tale we knew we wanted to make a game that was a sort of spiritual successor to the original without being directly related to it in any way. The original game was essentially a dungeon hack that upped the ante in several areas on its contemporaries. Using that model we decided that our game would take what the current generation of dungeon hacks were doing and try to improve on them in the areas we felt were being neglected or underutilized, as well as inject some old school sensibilities that had disappeared from the current crop of games.

If there is one overall law or directive for The Bard’s Tale it’s that we want every aspect of the game to have a strong sense of character - we didn’t want anything to feel cookie cutter or generic. We also knew we wanted to have a narrative thread running through the game, to that end we also wanted a hero who was a little different from the norm. The Bard became a cynical, wise-cracking rogue who did things out of base motivations and not because he had any sense of the greater good.

Next we had to flesh out the Bard’s abilities. Wanting to emphasize the “bardic” aspect of the character we knew we wanted him to use his music as magic. The main question was what sort of magic should he use? We could have the Bard use his music to cast spells the way a typical magic-using character would, shooting out fireballs, lightning, etc, but we felt that this was overused and in the end it didn’t feel right for our game. Instead we came up with the idea that the Bard would summon various creatures who would take the place of the usual spells. Instead of a defensive shield he would summon another character who would block incoming blows for him, instead of a spell that revealed traps he would summon a crotchety old explorer who would reveal them for him. In this way we figured we could invest each of these “spells” with a tremendous amount of personality and character.

 


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