Quick quotes: Reckoning’s action-RPG “message” was difficult to convey to the public

By Stephany Nunneley, Friday, 13 January 2012 21:18 GMT

“I’ve never experienced a game like it before, and that’s been the difficulty of talking about this game. It’s an RPG with good combat, and people have a hard time figuring out what that means in their own heads, because there’s no example of it, really. Now we’re in this age where we have all these action games that have RPG elements, that right there has just destroyed to me what an RPG means because we’re talking about RPG elements. There are all these different ways we can spread out, and these are all valid representations of RPGs. But you ask any different person what an RPG is and they’ll give you a different answer.” – Kingdoms of Amalur: Reckoning’s lead combat designer Joe Quadara to Gamespot.

Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a small commission. For more information, go here.

Comments

Headlines

38 Studios

Big Huge Games

Joe Quadara

  • How Kingdoms of Amalur aims to create a new genre

    Kingdoms of Amalur: Reckoning is almost upon us, and early reports are highly favourable – but what exactly is this new IP? We get the skinny from lead designer Joe Quadara on a revolutionary RPG.