Dungeon Hero Interview

Firefly Studios' Simon Bradbury took the time to sit down with Gamasutra and address several questions about Dungeon Hero, the PC game market, and more.
With Dungeon Hero, the concept of him in a way being the monster in this world, as they're orcs, being the natural denizens of these places, and he's the one coming in and hacking everything - it's an interesting concept. Was it built around that as a design principle, or was that just something that evolved as you realized what it was?

SB: I would say it evolved from it. You put it in there and you start to show it to people, and they're, "He's kind of mean, isn't he?" and we're, "Well, yes he is." It's like you're doing a demo to the press and half the time you're formulating ideas when you're doing it.

Someone will ask you a question and you go, "Yeah, that's right, he's going to do that." It's a great time, actually, to get your ideas straight and, in the early days, to evolve the design. But definitely, he became more psychotic in the first six months as we talked to people about it.

In terms of the NPCs, you will eventually, I guess, be able to murder all of them if you so choose?

SB: Yes.

Is there any consequence for that?

SB: No, I think we'll leave that one to Fable. If you feel good about chopping a goblin's head off, it's a moral decision in the real world, I think. If you attack too many of them, we will put out a couple of guards that will try to arrest you, but then you'll just kill them quite easily anyway.

Silly guards.