Interview with a Vampire
by Jon Simon : August 1999
 
 
 

We recently had the opportunity to interview Ray Gresko, president, CEO, designer, project leader, and programmer for Nihilistic Software. Gresko has been in the game industry for many years, starting out in Microprose's Advanced Technology group where he worked on their core 3D visualization technology, and on titles such as Mig-29, Falcon 4.0, and Top Gun. Later, at LucasArts, he was lead programmer and co-designer on the hit Dark Forces (whose engine was later used for Outlaws). As lead programmer and co-designer on Dark Forces II: Jedi Knight, he designed and created technologies that form the basis of the majority of LucasArts' current 3D games development. He's had the opportunity to contribute in this fashion to many other LucasArts titles (including Shadows of the Empire, XWing vs. Tie Fighter, Grim Fandango, DroidWorks, Force Commander, Indiana Jones and the Infernal Machine, Mysteries of the Sith, The Phantom Menace, and others that are unannounced).

Gresko is currently working on design, project management, and programming for Nihilistic and Activision's upcoming role-playing game, Vampire: The Masquerade - Redemption. The guys at Nihilistic have kindly given us a couple exclusive screen shots from Redemption, which is based on the White Wolf Publishing's pen and paper role-playing game, Vampire: The Masquerade.

SE: White Wolf's Vampire: The Masquerade is very popular for its live action role-playing aspect. Are you trying to capture this element in either the single player or multi-player game?

Ray Gresko: The great thing about this license is that its rules set is minimal but it's background and world setting is enormous, detailed, and familiar. This opens the door for the game itself to be played in various forms, ranging from tabletop dice-rolling to full live-action sessions. It's the focus on interaction, intrigue, and 'true' role-playing of one's personal situation that sets the paper game up as a great live action role-playing experience. With the computer game, there is a similar focus. The game's engine takes care of the rules systems entirely for you, allowing you to focus on playing your role. This is especially true in multiplayer, in which characters can converse at will and have the ability to make their characters perform gestures (like waving, bowing, etc).
SE: Are you trying to capture the feel of the non-live action White Wolf role-playing game?
Ray Gresko: The main focus of the game was to capture the core themes of the license, the unique properties that make it so popular. The depth of the world and the elements that White Wolf has brought to the Vampire mythos provide a great resource of material to work with. The game definitely captures these elements, and gradually exposes the hidden world of the Kindred to the player, through the main character's eyes. Since the license is focused on storytelling, we've immersed the game within a rich and dramatic narrative, which drives the game play along.

Another innovation that brings across the feel of tabletop-play is the optional inclusion of a Storyteller into the multiplayer game. This individual has all the capabilities of a tabletop 'DM', including the ability to speak for NPCs, control enemies, advance the story, and dole out experience. We call this method of play the 'online tabletop', and it provides a way for truly dynamic and focused role-playing with the game.

In addition, we will be shipping the level editor and tools necessary for users to be able to create their own 'chronicles' for play by others. Storytellers can lead players through stories of their own creation, or distribute them on the net for others to play.

SE: What will be the main thrust of play? Combat? Problem solving? Role-playing?
Ray Gresko: Vampire is a mix of all of these elements. These are the themes that define the vampiric nature itself: the focus on intrigue and power-plays, the utilization of dark powers to discover secrets, and the bestial and violent abilities each Kindred possesses. The game is driven by and immersed within a deep and engrossing story, which leads the party through obstacles that must be defeated using all of these elements. You will find yourself utilizing subtle tact in discussions with ancient Elder vampires, utilizing your enhanced perception abilities to uncover mysteries, and ripping other enemy vampires to shreds in visceral combat.
SE: What games have influenced the design of Vampire: The Masquerade - Redemption?
Ray Gresko: Hmm, there's always little things you draw from for inspiration or point to as a reference when creating a game. If I had to pick a few references, I'd say Diablo's ease of use, Legend of Zelda and Final Fantasy VII's story lines and cinematics, Resident Evil and Half-Life's presentation of horror, and the current crop of first-person shooters' graphics technology.
 
 


Come one come all Mortals who are willing to stick their neck out for a vampire to feed upon.  We will be willing to share our Dark Gift to you mortals if you pass our test.



YAHOO! GROUPS LINKS




Reply via email to