Richard Garriott Interview With PCGames.de

PCGames.de chief editor Petra Fröhlich had a chance to speak with Richard Garriott about Shroud of the Avatar, its Kickstarter campaign, and his thoughts on the gaming industry today just in advance of his talk at Quo Vadis.

In Berlin, the developers currently find days ‘Quo Vadis’ and instead of PC games-in-chief Petra Fröhlich is on site. There she had the opportunity to meet, among other things with Richard Garriott and conduct a video interview, which we present at the end of this release. Of course big topic of conversation was the latest project of Lord British Shroud of the Avatar, whose financing was secured with a successful Kickstarter campaign.

Thus, Garriott has cribbed some of his former companion Chris Roberts and the successful campaign of Star Citizen in order to succeed with his own Kickstarter campaign. But of course, the developer asks Petra Fröhlich Legend also about his experiences in space and in the Antarctic. All responses from Richard Garriott, there are in the video at the end of these lines. More information about Shroud of the Avatar you get the way to our topic page.

Here’s a taste:

Petra Fröhlich: So you have announced that your plan is to bring back role playing back into gaming. What does Shroud of the Avatar what, nowadays, RPGs like Skyrim or The Witcher don’t deliver?

Richard Garriott: Well, you picked some very good ones, like Skyrim by the way. I have nothing but great things to say about Skyrim; it’s a beautiful, gorgeous, amazing game. But I think it’s an exception. I think there are a lot more games, especially multiplayer games, that are in the vein of somewhere between EverQuest and World of Warcraft, where you click on the guys with exclamations over their head, you click on all the options in their conversation that are…until it goes away. Now what you need is your quest log, you highlight something in your quest log, you follow the arrow on the map to the point where you go mine some monsters for experience points, and repeat. And I think that has gotten rid of a lot of the sense of exploration that games had in the “Golden Era” that I like to believe existed in the past. And so we’re trying to go back and put back in a sense of exploration into those games, to put back in a sense of consequences to your actions and deeds that go well beyond the quests that you are completing.

Have a listen above!

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