Rise of the Argonauts Interview

With Rise of the Argonauts just hitting store shelves, Drinking Coffeecola blog brings us an interview with designer Andrew Rubino.
What are the core concepts in this particular game's design? Would you say that it's heavier on the action, or on the RPG? And why?

The core concept was to immerse the player in the world of Greek myth. As such, we first thought about how best we could bring that world to life, and then worked from there. We didn't worry about genre constraints, but instead focused on choosing the right feature in each instance to suit the game we were making.

The design grew out of that desire to recreate the mythological world. For example, we knew we had to capture the sense that the gods are always watching, and that they play a key role in the world. From there, the Favor system was developed, which governs Jason's progression. When you read descriptions of combat in the Iliad, there are hundreds of descriptions of bones being hewn, limbs severed, and skilled combatants killing each other in some pretty graphic ways. So we knew that our combat had to represent that, which meant it needed to be real time, and it needed to feel lethal.

As far as the mix of action and RPG, we wanted to really deliver on both halves of that promise, in terms of both quality and time spent, so players can expect a 50/50 split. But again, this split came from our desire to bring the myths to life. Just like the heroes of Ancient Greece you've read about, Jason will spend much of his time exploring new lands and interacting with unique, legendary characters. Whether it's amidst the haunted ruins of Kythra or the exotic wilds of Saria, danger lurks around every corner, and Jason will frequently find himself locking horns with some of the most powerful monsters in the mythological world.