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View Full Version : EarthRiseHQ.de Interviews Game Designer Victor Dosev


Kavadas
Wed 12 Nov 2008, 1756, Wed 12 Nov 2008
Hello Victor,
Thank you very much for taking time for us. We've got some Questions for you.

EarthriseHQ.de: Describe yourself (name, age, function...)

Victor Dosev: Greetings everyone! The name's Victor Dosev, age of 21 and for the past two years I've been working on Earthrise as Game Designer. I'm responsible specifically for the combat system, it's my task to make it deep and thrilling – from how the character will be controlled around and the way special actions are executed, to math-craft of how the “+5% Damage/+7% Cast Time” tactic will influence the overall combat performance of the Psychic “Mind Twist” ability for example.

EarthriseHQ.de: How long have you been in the game-development branch and what qualifications do you have?

Victor Dosev: Ever since I first realized that for me making a game is far more satisfying than actually playing one I was hoping to find a job as a professional game developer. I was lucky to join the crew at Masthead for a project as ambitious as only a sandbox, skill-based MMORPG title could be.

EarthriseHQ.de: Have you ever worked on games before? If yes, which games?

Victor Dosev: I've made quite a few mods in the past but never really worked on a commercial “video game” product before. I participated in the creation of three local tabletop RPG titles however.

EarthriseHQ.de: What are you working on at the moment in Earthrise?

Victor Dosev: I'm currently tinkering and revising the concept of our combat system and I'm brainstorming heavily on issue I call “tactical basis”. It isn't about a single ability, skill or mechanic but “what is interesting” in the combat system in the first place. What part of a real-world war does it try to represent? Is it about reflexes and combat awareness, is it troop coordination and discipline, is it resource management and available gear, or is it courage and the power of will? What is the nature of the obstacles that players must overcome in order to succeed in a combat? What are the available choices for the players and how will their decision impact the overall flow of the battle. You see when it comes down to a combat system the first thing that comes to mind for many people is balance. I believe that the term “balance” is a bit overrated or misused at least. A far more important question for me is “what is the combat system actually trying to accomplish?” This is where the balance comes in and actually allows the combat system to work itself out correctly.

EarthriseHQ.de: Which feature are you looking forward to the most?

Victor Dosev: Territorial Conquest; this is immediately and permanently my favorite feature of the game. Hordes of players clashing against each other for dominance by applying tactics and strategy and talking all day about min-max character-builds and how they group certain Siege Area or what to build next in the guild's base is so exciting to me!

EarthriseHQ.de: Do you play games in your free time? If yes, which games?

Victor Dosev: I'm spending most of my free time on Guild Wars and DotA where I play almost professionally. In the past few days however, I have succumbed to the new Fallout game and it's amazing! Other than that I play Warhammer, Warmachine, Magic The Gathering and all other tabletop games I can get my hands on. I’m always on the watch for new concepts to be inspired by .
Original Link (http://earthrise.onlinewelten.com/articles,id388,0.html)