GreedFall Interview

The editors at GameWatcher managed to track down SPIDERS' Sébastien Di Ruzza and Marie-Cecile Jacq during this year's E3, quizzing the gameplay manager and project manager about their next role-playing title based on a fictional course of 17th century history, GreedFall. A couple of questions about the game's RPG mechanics, as well as their answers:
GameWatcher: Greedfall is a role-playing game, but what kind of mechanics come out when things get intense and the swords come out? Is it going to be an action-RPG, turn-based, or something else?

Di Ruzza: It’s a third-person tactical RPG. We’ve approached this game from the ground up with new and revamped systems for AI, difficulty, and progression, as well as versatility. Combat is tactical and takes place in real-time where players will challenge enemies with various skills and strategy on the fly. Meanwhile, we’ve added a new system to this game that has to do with what we’re calling “critical effects”. There’s a new bar that allows you to activate a critical effect on most characters to do more damage or other bonus side effects. There’s an upgradeable skill tree with options that add all sorts of tweaks to these critical effects as well. For example, if you have a spell that normally effects one enemy, you can tweak it to hit multiple targets, or you can tweak a gun with a critical effect to break enemy armors in one shot. We’ve taken up feedback to try to make this game an enjoyable tactical experience where players will be able to play with all kinds of variety in their strategies.

GameWatcher: And exactly does our player progress? Is it simple grinding? Will there be bonuses based on which factions align with?

Di Ruzza: There’s going to a skill tree for leveling your personal character based on combat and a different leveling for relationships. Some of your companions will gain abilities if you improve your relationship with them. As for you, you can build yourself in just about any direction you want. Any weapon you find, even all those used by any enemies, can be used by you and developed with your playstyle. Armor classes and other factors such, alchemy and lockpicking, have progression through various skill trees as well.

Jacq: It’s going to be an experience points-based system. That said, it’s not a class-based set-up. You won’t have to adhere to an archetype or favor one style if you don’t want to. You can really pick and choose which skills you want to develop and build characters with a little bit of everything. If you fight, you’ll get skill points and you can put it anywhere you want. As an example, you won’t just get points in heavy armor for wearing it, but the fact that you are using it might incentivize you to put a skill point in the heavy armor skill tree.