Šta je novo?

Gothic 3?

goran.rs je napisao(la):
Otprilike isti odnos glavnih kvestova i sporednih kao u Oblivionu.Ili se meni tako cini.Ako se dobro secam prvi put kada sam presao dvojku imao sam oko 70 kvestova resenih.Ovde ce se verovatno moci resiti oko 300.

ja sam iznenadjen sto ce ocigledno igra imati sjajan replay value... nesto sto se bas bas retko vidja.... ali main story 25 questova za 50 sati ?!? ftw :)
 
Ako sam ja dobro shvatio trebalo bi da moze igra dva puta da se obrne.Jednom da se pridruzis ljudima a drugi put orkovima.Malo mi sumnjivo ono trece(tu bi valjda trebalo da budes neutralan?!),tu ce verovatno vecina kvestova moci svakako da se resi.

I meni je malo cudan broj main kvestova...Mozda misle na one koji su iskljucivo vezani za glavnu pricu.Ko ce ga znati?
 
Ja pretpostavljam da se tih 25 obaveznih quest-ova ustvari odnosi na velike plot-advancing quest-ove koji se reshavaju u vishe povezanih etapa i samim tim zahtevaju puno vremena. Primeri za to su recimo "The Eye of Innos" i "Dragon Hunt" iz G2.
 
@goran.rs
Pa logicno da misle na questove vezane za glavnu pricu cim kazu main quest!
Slazem se sa Lurkerom, bice onaj trip kada moras da odradis tonu stvari da bi resio taj jedan quest! Setimo se samo sakupljanja fokusa po celoj mapi, a da ne spominjemo i tamanjenje zmajeva ili Eye of Innos!
 
@goran.rs
Pa logicno da misle na questove vezane za glavnu pricu cim kazu main quest!
Slazem se sa Lurkerom, bice onaj trip kada moras da odradis tonu stvari da bi resio taj jedan quest! Setimo se samo sakupljanja fokusa po celoj mapi, a da ne spominjemo i tamanjenje zmajeva ili Eye of Innos!

Uh bre!!!Pa sam si dao odgovor na cega sam mislio posle samo dve recenice....:wall: Pretpostavljam da kada kazu 25 questova onda je to recimo bas Eye of Innos kao jedan quest a da ne misle na pripadajuce questove koji se moraju resiti da bi taj bio kompletiram.Inace bi bilo zaista malo.
 
Pa to je i car gothica, sto se ukenjas dok odradis jedan quest i bukvalno 90% questova ima veze sa pricom, za razliku od Obliviona, kod kojeg 13% ima veze sa pricom!
 
Intervju sa KaiRom part 1

World of Gothic:
What did you think about the (negative) reactions towards the first version of Orcs in Gothic 3. Something like "They don't have a clue.."? Did you start to alter the design of the Orcs due to these negative reactions or was the design still under development?

Kai:
Primarily we thought that the community couldn't envision our reasons for redesigning the Orcs. These pictures with our first versions of Orcs have been published in various magazines at a very early stage of development. However, at this stage is wasn't clear which part the Orcs in Gothic 3 should actually play. This means we thought that if the players were given more details on what we have in mind with the Orcs they would understand that this redesign makes sense even for those who criticized it in the first place. Our attitude was kind of "Wait until you've got the game". In fact the Orcs have been slightly alternated so that they look a bit different compared with the covers of game magazines some time ago. However most of the basic design remained.

World of Gothic:
Why does the armor not consist of multiple parts?

Kai:
We want to offer a natural game with a wide range of freedom. A game where you can decide and fashion as much as possible by yourself. But we didn't want a game with a character who can be dressed up like a doll. When you choose an armor you usually want a reasonable protection for a certain situation and for that it is sufficient to click on the armor-suit which best meets these requirements. In our opinion the free combination of all parts of the armor would be a feature that is funny maybe for the first few times but would grow old fast when you have to change every part of armor every time. This means we opted for the more convenient way because it makes more sense in our game.

World of Gothic:
Will it be possible to deactivate the depth of field blurring effect?

Kai:
This will definitely be possible. I for myself will probably play the game without this blurring effect because sometimes it is just beautiful to have a panoramic view of the most remote mountain tops. This feature is especially nice for creating screenshots. However, everyone who doesn't want this feature will be able to deactivate it.

World of Gothic:
Will there be a way to change the looks of the hero individually (except for changing the screen resolution)? For example longer hair as one of the people of Nordmar, various tattoos, or a nice beard as Paladin?

Kai:
The general looks can be changed by wearing different armor or by wearing certain items which slightly influence the looks but there won't be a construction kit to choose the type of hair etc.

World of Gothic:
We suspect you have noticed a small company on the other side of the pond who has developed a RPG named... just a sec (peeks on his notes) «Oblivion». Has anyone played it at Piranha Bytes. Did you like it? Have you discovered game elements that served as inspirations or things you want to avoid?

Kai:
Yes, we have played Oblivion and it was fun to play it. I have to admit that I didn't play it for very long but then again I haven't played any game for a considerable amount of time in the last few years. The last games I played from A to Z were the old Lucas Arts adventures. Today, I always want to get creative again after playing a computer game for a few hours and then I prefer to continue working on Gothic. Some members of our team played Oblivion and I know that their reactions to certain features have been very positive. By the way, I've also heard that there are people in the Oblivion-team who have played Gothic and that some features have also inspired their work on Oblivion. So we take it as some kind of appreciation for Gothic. However, both games have their own style and reason to exist. It's also interes sting to note that during the recent PR tour in the USA (where Gothic causes no such hype as in Germany – therefore the press feedback carries more weight and authenticity for us) many journalists told us Gothic looks much better and is more fun to play than Oblivion. Remarks like this make us smile – although we think that Oblivion is a very good game.

World of Gothic:
Bethsoft obviously had similar objectives for the development like you. However, you've come up with different strategies to reach your objectives. In Oblivion for example, there are extra levels for rooms in houses in order to keep the number of NPCs in particular areas of a city manageable. They neglected to adjust the intensity of the light to the time of day (day/night). This limits interactivity and atmosphere. What is your solution and how would you assess it compared to Oblivion?

Kai:
We already tried to create a lively world that looks like one single piece in Gothic 1. Due to technical limitations we had some areas that required a special loading sequence e.g. when entering a dungeon. In Gothic 3 however, we have a technology that is tailor-made and theoretically we are able to show all these things. For example, one will be able to look through a window inside a house. That's a feature that provides an additional batch of realism. Theoretically, it is possible to run from Nordmar into the desert, from the north to the most remote point in the south, without having to face a loading bar. This has already been appreciated in Gothic 1 and I think that players of Gothic 3 will be again pleased by this feature.

World of Gothic:
In our forum appeared some questions concerning your source of inspiration for certain names in the world of Gothic: e.g. if Jharkendar comes from Jarkend – a city in China or Rhademes from Rhadames (a commander in the opera Aida). Can you tell us how you came about these names or others in Gothic?

Kai:
Frankly I cannot tell you much about that because these names come from the storywriters of our team. I once asked them about this because I was also interested in how they make up these names. Our storywriters Mattias Filler, Michael Hoge, Stefan Kalveram and Björn Pankratz draw their inspirations from many different sources. They have a certain knowledge concerning other role playing systems like DSA and from this experience they have a certain feeling for names that are suitable for medieval/fantasy worlds. I think they have such a good imagination that they don't have to look up historic documents or maps for names. I don't know if these cities or the commander in fact were the origin for these names but I could imagine that they created them all by themselves.

World of Gothic:
In our forums users often post stories that they ran into Shadowbeasts or Wargs at night and how scared they often were by those encounters. Also things like sneaking past these creatures to reach Sagittas cave have always been quite exciting. In a preview to Gothic 3 (computerandvideogames.com) they reported that only animals with similar strength will roam certain places so that players won't have to deal with unpleasant surprises. Is this true?

Kai:
No, it's not true that only monsters with roughly the same strength will be met in any given area. Opponents won't be arranged by monster types but in a way that they are placed reasonably within the game. For example in the woods one will encounter creatures that can be expected to be found in a forest. But they are not reduced to a certain level of difficulty or a group of monsters. Quite the contrary. There is actually a wide range of creatures in all districts.
 
Part 2

World of Gothic:
Last year on the cgsociety-message board, André Hotz mentioned you had considered using the “Gypsy4” system of «animazoo» for motioncapturing purposes. What exactly was the reason you needed to buy a motioncapturing system and why in particular did you decide on “GypsyGyro-18”? What were the defining properties that set this system apart from the others?

Kai:
I don´t know exactly what led to the purchase of precisely this system. Our animations programmer, André Hotz probably took a look at a variety of different systems along with Horst Dworczak, the man who pulls the strings behind many visual aspects of the game.
Since every situation needed to be portrayed in a sensible fashion, we needed an enormous quantity of very realistic "human" animations. Hence, we had a choice between working through the entire volume of animations in an external motioncapturing studio, the drawback of this being a high organisational and monetary commitment, or using our own system. The former choice would have had the advantage of having somebody there with us to help maintain and guarantee a certain standard of quality. Studios always have some kind of recording supervisor along with tech support, should questions arise or something go awry.


You don´t have that kind of service with your own system. Despite that, we decided on the latter scenario because we plan to use it excessively in future products. Thus it is an investment which will definitely prove its worth in future projects we plan to do with Piranha Bytes.
Gypsy-Gyro is a magnetic motioncapturing system. You don´t need a big room with infrared cameras to use it, but simply a laptop and this suit here. A small room is sufficient for the process. We did most of the motioncapturing in our homely rec room. Everything from battle animations through interaction with objects right up to random animations and, naturally, the cutscene animations, since those are especially easy to integrate, due to the cinematic surroundings in which you know exactly what is supposed to happen in a particular moment and the animations, which follow a strict, linear choreography.
In short: We used this system in almost every part of the animations process; the exceptions being, of course, four-legged animals and certain animations which we couldn´t recreate in our rec room such as swimming, sliding down slopes etc.. Our animations programmer André had to do those on his own in the end.

World of Gothic:
There are a lot of weapons many of us may have grown fond of (e.g. Uriziel or Beliars Claw). Will we come across them again in Gothic 3?

Kai:
Again there will againbe many special weapons with unique names and a particular meaning in the world of Gothic. But we won't meet Urziel and the like again from former Gothic games. We have a completely new world with new people and quests. You can reasonably expect that our hero took some of his former weapons with him but you won't be able to find Uriziel in any chest.

World of Gothic:
In most clips creatures/monsters express no "warning signs". Aren't we going to hear the familiar clucking sound of Scavengers again in Gothic 3?

Kai:
Not all animals have them. In Gothic 2, all animals had the same AI. In Gothic 3 this is a bit more sophisticated. Some animals will always warn before they attack, others will warn only when they feel like it and yet other animals will never warn you but attack immediately.
Therefore, it's not true there are no "warning cries"; there won't be a standardized behaviour either that one can expect from every creature. In G3, it's more customized and distinct and depends also on the given situation that changes from game to game.

Postoje i neki screenovi uz intervju!
http://www.worldofgothic.com/gothic3/?go=gc06
 
Cushty! :)
 
Onlinewelten.com recently released a (German) gameplay video with Stefan Berger from JoWood presenting one location of Gothic 3 - Kap Dun.

Although this video is completely in German you will be able to watch the map, a fight in the arena, how the hero interacts with other npcs and of course listen to the some more bits of the G3 soundtrack.

http://www.onlinewelten.com/downloads,129,413,0,1,gc_2006_gameplay_video_part_1.html

za download kliknite na Jetzt Downloaden!
 
Pa posto ne mogu da skinem ovoliki fajl, moze li neko da da utiske o G3 na osnovu prikazanog? Kako vam deluje taj fajt u areni?
 
At 02:20 this morning Gothic 3 has been shipped to Sony Austria for replication. This means that after more than three and a half years of time development has been finished. Gothic 3 is scheduled for release on October 13th in various European countries.
 
@BlackNeo
Uze mi rec iz usta! :)

jos malo i docekasmo i to cudo!
 
Konacno.Uh koliko sam samo ovo cekao.Nego,sta je ovo?Celih mesec dana ranije uslo u gold?
 
Hurray! :)
Mogli bi i malko ranije da ga izbace, ne treba im valjda citav mesec da umnoze diskove :d
 
/me trchi po jos giga rama :p
 
A ja tek treba da uzmem novu konfiguraciju za koji mjesec (ova u profilu mi je prelazno resenje) :crash:
 
Intervju sa ribom iz Aspyra (ljudi zaduzenih za Amerike)! But who cares!

Interview with Aspyr’s Executive Producer Blaine Christine


Aspyr’s Executive Producer Blaine Christine spends many hours with Gothic 3. He sat down with us to talk about his favorite parts of the upcoming title.

Much like David Hasselhoff, the Gothic RPG franchise is a massive success in Germany. Tell us a little about Gothic 3, the history of the franchise and what North American gamers can expect from this title.

The Gothic series is HUGE in Germany. The fan base for this game is similar to what you see at Quakecon here in the US. Rabid, screaming fans have been clamoring for this game ever since the first one was released in 2001. Piranha Bytes (the developer) are like the “id” of Germany. The fans follow them everywhere and each game is very eagerly anticipated. What’s all the hubbub about? Well, think of Gothic 3 as the single-player equivalent of an MMORPG. It is a sandbox RPG where the player’s actions have a very direct and noticeable impact on the world. You truly play the game the way you want to play it—you develop the character the way that you want to, you take whatever missions you want to take (or none at all), and you explore the world to find new, exciting, breath-taking experiences. For Gothic 3, players are in for a truly epic experience. The all new graphics engine makes the game drop-dead gorgeous, the revamped fighting makes combat exciting and strategic, and the enhanced AI makes the world come alive more than you would think possible from a single player RPG experience.

What did you and your team do to ensure a great Gothic 3 experience for gamers in the US?

One significant difference gamers will see (and hear) in Gothic 3 is the effort we’ve put in to make sure to “Americanize” the content as much as possible. The first two games in the series really felt like German games shoehorned to fit an American box. We’ve worked very closely with our partners at Jowood and Piranha Bytes to ensure that the translation was as good as it could possibly be. Additionally, for the third installment of the series we used a top notch casting director and LA studio to ensure that the voice acting is on par with other AAA games on the market in the US. The end result is a game that was developed in Germany, but does not feel “ported” in any way, shape or form.

Can you elaborate a bit on the world of Gothic 3? What will gamers find once they enter the land of Myrtana?

For Gothic 3, the developers have expanded the gameplay world to over three times the size of Gothic 2. The first two games took place on the island of Khorinis and Gothic 3 is the first time players get to explore the larger world of Myrtana and the mainland. The world is divided into three distinct geographies. The northernmost region, Nordmar, is the home of the barbarians and frozen wastelands based on Nordic geography. The middle realm is forested, hilly terrain with lush vegetation where large castles dot the landscape and the human resistance fiercely fights the Orc oppressors. The southern reaches are home to the formidable Hashishin, a desert-dwelling people who have adapted to the harsh climate and serve as mercenaries who ultimately serve their own ends. All-in-all, it is a very impressive mix of look and feel that keeps the player interested in his surroundings and constantly discovering new, exciting areas to adventure in.

A major part of any RPG is its fighting system. What is combat like in Gothic 3?

Combat is easy to learn, but difficult to master. The Gothic series defaults to a third person perspective so the player can easily fight multiple enemies at once without losing track of who is attacking from where. The WASD keys control character movement while each mouse button (left and right) is a different type of attack. Combining mouse button clicks in different orders results in different combination attacks and holding the right mouse button activates the block function and special attacks. Naturally different weapon types have different attacks and combos as well. All in all, it’s a very intuitive and fun fighting system.

In addition to all of that, there is of course magic use and long range weapons as well. My personal favorite is the bow because you can quickly make an Orc into a hedgehog because you see the arrows stick (and stay) wherever you shoot them! Sweet!

So what if a player doesn’t want to play a pure combat character? Are there options to be a magic user, thief or other type of character?

Absolutely. A hallmark of the Gothic series is the open class system which allows players to develop any type of character they desire. As you earn experience from killing monsters and enemies, you gain learning points that can be spent at trainers in the game world (NPCs that you interact with). The player can choose to spend these points on a wide variety of skills including thievery, magic use, archery, combat, stealth, or even increasing their basic attributes. It’s completely up to the player and how they want to train their character in the sandbox of Gothic 3.

What type of spells and special skills will there be in the game for players who want to dabble or specialize in areas such as stealth and magic?

As mentioned above, the player can tailor their character to be whatever they so desire, including magic use and stealth. A completely new feature for Gothic 3 is the “perk system” which rewards the player for improving their skillset to a certain level of proficiency. Examples of perks include: Dual Wielding (using two swords at once), Silent Hunter (animals won’t detect the player when he’s sneaking), and Orc Hunter (doubles the damage done to Orcs when using long range weapons).

As far as magic is concerned, we have a very wide range of spells divided into three categories. Some examples of the cooler spells are Ice Lance (does damage to an enemy and has a chance of freezing them in place), Summon Demon (need I say more?), and Flame Sword (summons a flaming sword to be used for melee attacks).

It’s been mentioned that the game world is a living, breathing world. What does that mean?

Gothic pioneered the idea of NPCs that react realistically to the player and the world around them with the first game in the series. Other games claim to have realistic AI that responds in a natural way to a player’s actions, but few deliver on the promise as well as Gothic 3. Don’t get me wrong—of course this requires a large amount of scripting by the designers, so it is not like you have HAL 9000 on your hands, but the action and reaction system for Gothic is very sophisticated. As an example, in Gothic 3 you can choose to support one of three factions throughout your adventures. If you choose to support the human resistance fighting against the Orcs, you may decide to take on missions which have you fighting to clear the Orcs from an occupied city. Once you clear out the Orcs, the human resistance elements will move into the town from their encampments that were out in the wilderness before. Add this level of interaction to the individual schedule that each NPC performs on a daily basis and you truly feel as if the world around you is alive.

So the NPC’s in the game have their own schedule and react in real time?

Indeed. A shopkeeper will open his shop in the morning, clean the steps outside using a broom, see to the needs of his customers, go to the local tavern for a drink after work, then head off to bed late at night. One of the great things about the Gothic games is wandering around the towns to see what types of behaviors the AI is performing. It’s a constantly changing, dynamic world. If you pull out a weapon in the middle of the town square, the guards will draw their weapons and tell you to put the weapon away while slaves may run away in fear. This is the type of thing that the developers started with Gothic and have continued to refine with each iteration of the series.

Speaking of the developers, North American gamers are probably not familiar with the guys who are making this game.

Piranha Bytes is a very unique game studio. Today’s game development teams can sometimes exceed 100 people or more for a game of the size and scope of Gothic 3, but the PB team has been at less than 20 for the majority of the development cycle. After visiting the team in Essen, Germany I can see why they are able to work so well with so few people—their studio is actually a small house where some of the team actually lives. In such a small, comfortable environment, there is an incredible feeling of community and you can sense the creative energy flowing through every room of the house. It’s really a very special environment they created and you can tell they truly love what they’re doing.

Finally, since you’ve actually been playing the game, what is your favorite aspect of the gameplay thus far, and what are you looking forward to most in the final build?

My favorite aspect of the gameplay is simply exploring the beautiful world that the team has created. We’re at a really exciting stage of development now where everything is coming together quickly, so each build brings new surprises as the world is populated with new locations, new creatures, and fantastic new spell effects. For the final build, I am really looking forward to playing my way through a complete, balanced game without stressing about schedules or giving feedback—just pure RPG goodness for many enjoyable hours.
 
Gledam malo slike iz igre,mozda sam ja corav ali to meni ne deluje nista specijalno_Oblivion mi je na daleko visem nivou.Neke slike mi izgledaju skoro kao iz dvojke da su.Ajde suma jos nekako,sve je to gusto i lepo,ali pogledam dole na put kad ono kao neka braon mrlja.Nebo isto kao u dvojci...
 
Gledam malo slike iz igre,mozda sam ja corav ali to meni ne deluje nista specijalno_Oblivion mi je na daleko visem nivou.Neke slike mi izgledaju skoro kao iz dvojke da su.Ajde suma jos nekako,sve je to gusto i lepo,ali pogledam dole na put kad ono kao neka braon mrlja.Nebo isto kao u dvojci...

To slično za šotove ja ustvrdih, ali bejah ukopan tvrdnjama gx-x-a i ostalih bloom zealota da je sve u Gothicu bolje nego u Oblivionu, a naročito šuma. Da se ogradim, ja sam pogledao samo 2 serije šotki, jedna u akim™ šumama i jedna u akoj™ pustinji, sve deluju super dok se malo jače© ne uveličaju, nakon čega mi postaju malo, ne mogu reći loše jer je to sasvim ok, ali daleko od vrha i što je mnogo bitnije od onih prvih slika i trejlera gde se čovek pokaki u kakostvar koliko dobro deluje. No dobro, znamo odlično da će igra biti bolja po svim pitanjima od Obliviona, a naročito grafički, ma koliko gora bila po tom pitanju :) Naročito jer će da se fura bez ikakvih problema na novim tek uzetim 7300GT u 1024 i to sa 2xAF.
 
At 02:20 this morning Gothic 3 has been shipped to Sony Austria for replication. This means that after more than three and a half years of time development has been finished. Gothic 3 is scheduled for release on October 13th in various European countries.


Hmmmm, Sony? Nisam u toku sto se tice Gothica 3, zanima me koju ce zastitu implementirati? Po ovome sto vidim, da je Gothic 3 otiso u Sony Austria, kontam da ce biti SecuROM 7, posto ne verujem da bi Sony stampao diskove koristeci neku drugu CP metodu osim svoje licne (SR7).
 
Poslednja izmena:
"The dreaded StarForce programme has been abandoned by the publishers Deep Silver and JoWooD, which was one of the primary concerns of the many Gothic fans who participated in this movement. Gothic 3 now will be shipped with the newest version of SecuRom - a copy protection programme that was already used for Gothic 2. Whether this solution will prove beneficial to the buyers of Gothic 3 remains to be seen": http://www.ggmania.com/?smsid=22175
 
Poslednja izmena:
Ma da! Ista zastita kao kod dvojke!

@svi sakali polumrtvi i ostali nevernici
Ajde da vise ne spominjemo Blajv, vec da sacekamo G3 pa posle odredjenog broja casova provedenih ispred ekrana uz Gothic, da svi zajedno i cvrsto argumentovano kazemo sta je bolje, tj. ko je koga u odredjenim segmentima, da tako kazem, nadjacao!
 
Da ti znaš kako se klokuju 7300GT, ne bi tako pričao :d
Kao da je bitno na koliko MHz radi kad je krš :)

Elem, Gothic 3 će imati Securom 7 zaštitu, to je ranije potvrđeno.

@svi sakali polumrtvi i ostali nevernici
Ajde da vise ne spominjemo Blajv, vec da sacekamo G3 pa posle odredjenog broja casova provedenih ispred ekrana uz Gothic, da svi zajedno i cvrsto argumentovano kazemo sta je bolje, tj. ko je koga u odredjenim segmentima, da tako kazem, nadjacao!
Problem je što mi nećemo igrati Gothic 3 sa slajderom na najlakšem setovanju i preći ga za dan-dva na levelu 2, pa nećemo raspolagati tako ubedljivim argumentima kojima si ti raspolagao, shvativši odmah koje su naše zablude, tako da si već unapred pobedio u svakom vidu rasprave.
 
Poslednja izmena:
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