The shadow of the Diablo franchise is long and wide. Over the years there have been many a game
that has tried to claim the crown from Blizzard’s masterpiece. Some have gone the sci-fi route and some have
tried the fantasy route. Up next on the
docket is Seal of Evil by Object
Software (the game be published in the United States by Strategy
First). We were lucky to get the chance
to talk to Liu Jiang, the product manager
of the game about what makes his games different from everything else on
the market.
GamingNexus: Can you
introduce yourself and describe your role with the project. How long have you been with Object Software
and how did you get into game development?
My name is Liu Jiang. I am the Product Manager of Seal of Evil and
I have been with Object Software for 4 years. I joined Object Software after
graduating from University. My elder brother, who was already with the company,
introduced me.
GamingNexus: What is
the plot behind the game? How much of
the game is lifted from Chinese history/legend and how much did you have to
create to fill in the blanks?
Liu Jiang: The plot revolves
around the effort by Lan Wei (who is the daughter of the leader of East Baiyue,
a minority race whose lands border the State of Qin) and her friends to find
the famous Empyrian Stones believing the legend that if they found the five
stones and pieced them together they would bring back to life Lan Wei’s father
who had died mysteriously. But when they succeeded in doing so they got a lot
more than they bargained for when they discovered that the Empyrian Stones were
actually the five pieces of the magic slate which sealed the soul of Chi You,
the evil Chinese God.
Seal of Evil is actually the prequel to Prince of Qin which was the first RPG developed
by Object. Prince of Qin was primarily based on actual history while Seal of Evil is more imaginary.
Although the whole story is based on ancient history and famous legends, the
major characters and content were created by us.
GamingNexus: The game
is a prequel to Prince of Qin, why did you decide to do the prequel rather than
to a sequel?
Liu Jiang: The reason is simple. We wanted to design a
more imaginary story which could be much more expansively developed. And the Chinese legends on which the game is
partly based happened in the Warring States period. So that’s why the game is a
prequel to Prince of Qin.
GamingNexus: Does the
game use the same engine as Prince of Qin or is this a new engine built from
scratch? What improvements did you make
to the engine?
Liu Jiang: The game uses the same engine as Prince of Qin but with various
improvements. The script engine was
greatly strengthened and some parts could be shown in 3D mode, such as the
shadow and the special effects of most skills.
This engine is
designed for 3D games, but it has a good 2D/3D calculation ability. In the
game, we have still adopted 2D in most of the graphics, but 3D technology is
used in magic effects and light-and-shade special effects. This means the game
can run smoothly on lower configuration computers.
GamingNexus: Can you
describe the various classes that are in the game? Can you multi-class or are you limited to one
class? What kind of RPG elements are in
the game?
Liu Jiang: The leading character in the game is Lan
Wei. Players can’t create or choose the leading character. Lan Wei’s teammates
will appear according to the development of the plot but players can control
some teammates in the specific plots. Lan Wei is a wizard, Liang Hu is a
beastman, Yan Hong is a priest, Cai Xin is a swordsman and Gai Nie is a
paladin.
In the game players
will act as Lan Wei for more than 90% of the time. Sometimes a player can also
act as Liang Hu to take on some special quests. All the dialogue appearing in
the game is in the first person.
GamingNexus: The game
features a crafting system that allows players to create their own items. Can you provide some examples of what can be
done with the system? How many unique
items can be created in the game?
Liu Jiang: What’s item creation? It should have simple
rules and the variety of items that can be created should be huge. With an
understanding of the rules and the different outcomes from the process, players
can create the most excellent item in their mind and find happiness in the
activity. We have 5 different creation formulae and hundreds of materials in
the game. Some random attributes will also turn up in the process and so there are
innumerable items that can be created in the game.
GamingNexus: How many
spells are in the game? What are the
different areas of magic in the game and are there situations where you would
use one form of magic over another?
Liu Jiang: The game doesn’t provide a great variety of
magic, but every character has their own skills and each skill varies
tremendously. So you can regard each skill as “a series of skills”. Skills are classified into main skills and
sub-skills. One main skill will have different effects when it is used together
with different sub-skills. It will cost Mana when players use a skill. And
there is no magic tool.
GamingNexus: What is
the final weapon count in the game? Are
there different “sets” of items in the game?
Liu Jiang: Weapons and defense equipment play a vital
role in the game. The Making-things system in our last single-player game,
Prince of Qin, has been retained in Seal of Evil and greatly improved. In the
game, players can collect all kinds of items through killing their enemies or
from exploration. Players can then make all kinds of equipment with those
materials. There are more than 100 kinds of raw materials available for players
to choose. All these materials have random attributes that can be transferred
to the final products. By using different methods to make equipment, players
can craft innumerable different kinds of equipment.
The game does have
suits of equipment, but they are different from those in Diablo II. In our
game, players can make a suit of equipment themselves. After obtaining some
materials from the same source, e.g. a leopard’s skin and tooth, players can
produce a suit named with something concerning the leopard. When players equip
themselves with such a suit, they will obtain extra attributes.
There will be only
a few unique items in the game. This is because the main fun of the game comes
from the process of players making their own equipment, not just discovering an
existing piece by chance.
GamingNexus: How many
different endings are in the game? Is
there a final count on the number of levels in the game? About how long do you think it will take to
complete the game?
Liu Jiang: The game leads to 7 different endings and
player can reach level 99 at most. Generally speaking, it takes 50 hours to go
through the whole game, but it will take players longer if they accept more
quests and create some senior equipment.
GamingNexus: Could
you describe the party system in the game?
How big can the party get and how do you control the various members of
the party? Do the party members impact
the storyline at all?
Liu Jiang: Players can control 5 characters at a time,
but in a battle only 3 can be controlled, the remaining 2 do not participate in
the fight. Players can change characters from the Teammate interface in the
peace mode.
Party members do
impact the story line. There are several story endings. When you change the
party member, you will take different quests and that will lead you to a
different story ending.
GamingNexus: Diablo
II is one the big games in this action RPG arena, what things did you learn
from Diablo II and what areas do you think your game is better?
Liu Jiang: Diablo II is the classic of the RPG games
with an excellent stochastic system. We took the idea of a stochastic system in
our crafting system and added some unique characteristics developed by
ourselves in it.
Personally
speaking, there are 3 most attractive features in Seal of Evil.
·
The
first one is the plot and background. Just imagine how it would be that some beautiful
love stories and deep brotherhood happened in the background of genuine Chinese
legends!
·
The
second one is the crafting system. We have two features in the system that have
never appeared in games before. One is the active nature of the system giving
the player a high degree of control over the item he is making and the other is
the combination between item creation and armor.
·
The
third one is the skill system. We have added the idea of skill collocation in
the game which will make the skill attribute change during fighting.
I'd like to thank Liu for taking the time to answer our
questions and to Maria and Jessica for helping to coordinate the
interview.