Rise of the Argonauts Team Q&A #5

The fifth Rise of the Argonauts Team Q&A on RPG Vault asks the individual designers what they're most proud of.
Jonric: With respect to your personal contribution to Rise of the Argonauts, what are a couple of things that stand out most for you? What are you most proud of?

Eric Heine
Programmer / Scripter
I was the main scripter for Kythra, and I'm very happy about how it turned out. I think of all the levels, it gives you the most freedom for how and when you take care of everything on the island. Let me tell you, trying to cover the logic for every situation when you can do a number of events in any order gets complicated very fast. But it's really satisfying when it all comes together because then the player has more freedom to tackle problems however he or she wants, rather than just fighting on the way to the next story point.

Steve Cornett
Designer
I've spent a lot of time working on the Deed system, and I think it's really unique. In other RPGs, I've always been a little disappointed when a quest gives me some seemingly random amount of experience. The whole concept of such points is a little alienating, as if it's a layer on top of the world, rather than something in it. Our scheme really feels different to me - it acknowledges the things I've done, reminds me of them, and rewards me for them. And it's "always on"; it tracks everything I do and gives the appropriate benefits, wherever I do them, and not just for doing specific things that count as quests.