Concerning
Arcanum:
Michael Wolf: "Arcanum - Of Steamworks &
Magick Obscura" was praised by critics and
fans alike, are you content with the game's success?
Tim Cain: I think I would
have liked to have spent more time polishing it, to get all
of the balancing right. But as a friend says to me, games
are never finished, only shipped.
MW: Were any features planned
for Arcanum that didn't make it into the game?
TC: Yes. The original design
called for destructable walls, but there wasn't
time to make all of the art required. We had also planned
to detail
many of the off shore islands in the game.
MW: Would you like to create
an "Arcanum 2"?
TC: Certainly. We designed
a sequel, as well as several non-RPG games set in
the same world. Perhaps we will have the opportunity to make
one of
them in the future.
Concerning Fallout:
MW: The three "Troika principals" all worked
on Fallout and/or its successor, would you be interested in
doing another post-nuclear roleplaying game?
TC: Yes. We are fascinated
by the whole setting - the destruction of civilization, the
questionable ethics, the importance of the individual. There's
a lot to explore there.
Concerning Greyhawk and the
unannounced project:
MW: You are currently working on two projects at
Troika. One of them, "Greyhawk: The Temple of Elemental
Evil", was revealed by you some days ago, when will the
other project be officially announced?
TC: We're not sure. It's announcement
is tied to factors beyond our control.
MW: Who is currently working
on "Greyhawk" and what is his/her position in the
team?
TC: We have 14 team members.
I (Tim Cain) am the lead designer and project leader. Michael
McCarthy is the lead artist. Steve Moret is the lead programmer.
Tom Decker is the producer and also a designer as well. Mike
oversees 6 artists - Peter Delgado and Lucas Feld (both level
artists), Chris Glenn (concept artist), Corey Pelton (animator),
Craig Matchett (modeler), and Bryan Warmack (level layout).
Steve has 4 programmers - Lee Needham (rendering and optimzation),
Sean Craig (core d20 implementation), Aaron Brunstetter (interface
and d20) and Huy Nguyen (interface and magic system).
MW: During the development
of "Arcanum" Troika managed to build a very
strong fan community and allowed the fans to take part in
making the
game. Is this kind of fan involvement planned for future games?
For example will
there be a "Greyhawk Inn" forum or some kind of
"Writing Contest" for fans to
participate in?
TC: Yes. The Greyhawk Inn
is already up, and we are debating what kind of contest we
want to have for this game.
MW: "Greyhawk" uses
the 3rd edition of the Dungeon&Dragons rules. Are the
"Wizards of the Coast" involved in the development
of "Greyhawk"?
TC: Yes. We have run our design
documents by WotC, and of course, they have final approval
of the game.
MW: "Neverwinter Nights"
and "Pool of Radiance 2" used the D&D 3rd Edition
rules before. Do you think of those games as of competition
or do you use them as inspiration?
TC: I have played them both,
and they are both very different games. Greyhawk will be very
different from them as well. I guess we are all in friendly
competition.
MW: What computer roleplaying
games have you played during the last year? And what are your
thoughts on those games?
TC: Besides NWN, I played
Morrowind, Geneforge, Icewind Dale II, Arx Fatalis, and Prelude
to Darkness. I had fun with all of them and their different
takes on the CRPG genre.
MW: Will there be "Prestige
Classes" in "Greyhawk - ToEE"?
TC: They are on our cool stuff
list, meaning we will try to put them in if there is time.
The character editor can already support them, so it's really
a matter of getting the new class abilities in the game.
MW: Arcanum has a lot of NPC
interaction, but as far as I know, the original ToEE was very
combat-intensive. Are you planning to change ToEE a little
bit to have more roleplaying possibilities in "Greyhawk
- ToEE"?
TC: Yes. I believe we have
changed it a lot. First, third edition D&D has a lot of
support for role-playing besides combat, such as its dialog
skills like Diplomacy, Bluff, Intimidate and Sense Motive.
And second, Troika is known for its multiple paths to follow
through quests and through the story. Together, these provide
a lot of roleplaying opportunity beyond the mere hack and
slash that people associate with dungeon adventures.
MW: I thank you for this interview.
Best wishes from me to you and all of Troika Games! Good luck
with "Greyhawk" and your other project!