Forge is about conflict, first and foremost. It is the heart of the game design. We decided from the very beginning, everything we built was going to have its purpose in battle. This would help us define everything man-made in the game, from costuming to architecture. Any decorative architecture would be driven by either the need to frighten enemies, protect the occupants, or bolster the occupants with ferocity. The rest is functional. Structures need to look built to withstand the ultimate stress test; war. Walls, pillars, and statues would be huge and reinforced with metal. Stone blocks would appear as if they were laid by giants. Wooden gates and doors would be built out of the entire tree for extra girth and protection. If it didn’t hurt, frighten, or protect, it had no place in the game world.
As far as I know, no native tribes rode panthers into battle. That might have changed the outcome of the taking of the New World. Take that guns, germs and steel! I ride a F***ing panther!
One of the calls the team made early on was to shake loose from two clichés many modern games have fallen into. Strong characters are almost always many men, and female characters almost always wear ridiculous armor that is built more to flaunt fleshy bits than to protect from a swinging weapon. It was strongly felt amongst the team that we could make a kick-ass female Warden and Assassin that were both fun to play and functionally clothed.
just found this live-stream (through RockPaperShotgun!) of the alpha gameplay.
I don't know if it's the same actual game as the above video, but it lets you see all the arts better. Also it's 6-freaking-hours long!
Last edited by ScudzAlmighty; 08-02-2012 at 12:40 PM..
Just a little Heads-up here, Forge is going to be releasing a playable Alpha version of the game sometime in the next couple days for Kickstarter backers to check out as well as some daily forum draws,