Age of Decadence Interview

Iron Tower Studio's Vince D. Weller took the time to address several questions about RPG design as it applies to Age of Decadence over at Down the Wall.
DtW: How does (Age of Decadence) tell its story differently than modern RPGs like those of Bethesda and BioWare?

Vince: Bethesda specializes in (do whatever you want) sandbox RPGs. The story is the weakest aspect there by definition, and Bethesda's belief that (you've got to accept that the whole of your writing - characters, narrative, everything - is simply not as important as the gameplay) doesn't help.

Bioware is the storyteller; they are the Ying to Bethesda's Yang. Who cares about gameplay? Shut up and listen to the story. Here is an interesting article where one of the good doctors explains Bioware storytelling mechanics:

(.all BioWare stories orbit around the player, who is the center of everything. He even mentioned BioWare believed in the concept of games providing a sort of fantasy fulfillment, allowing you to become your secret dreams and desires.)

Troika, may it rest in peace, focused on the choices and consequences.