Realms Beyond – A classic turn-based fantasy RPG

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Sound Design #2: Attentive music matters

On the technical side, modern computer game development, especially in the field of roleplaying games, it appears, is very heavily focused on the visual presentation. Eye candy sells, there can be no doubt. Many will argue that music and the sound design are somehow important, too, but for the most part, it is the graphics that draw players in.

Back in the early days of computer games, computer RPGs never really considered graphics as their key focus. A large part of the reason was that hardware limitations kept things in check and so, game designers turned to music and sound effects to create the proper atmosphere. Nowadays, we have come to think that a bunch of hyperrealistic graphics with some epic music underneath make for great atmosphere, but you really couldn’t be more wrong.

Music ...

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Exploring the World #2: Camp and Survival

You’re an adventurer. For most of the time, that means, being a traveler. And you can’t just keep walking all day long and then on through the night. So what do you do when you reach a clearing in the woods at dusk and have no idea how much longer you will have to walk until you may reach another city? Camping is what you do. You pitch a tent for the night and you try to get some rest.

Camping in Pool of RadianceFor most D&D-based games, resting was an extremely important feature because it enabled you to recharge your spells. Aside from the elementary feature of memorizing spells or powers, in Realms Beyond, your party members will be able to use the time during an encampment to cook, eat, hunt, collect food, cure wounds or to identify items.

But encampments don’t come for free...

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Source of Inspiration #3: Wizardry

Whenever the conversation touches upon old-school computer roleplaying games, the subject turns to just how difficult those games were. With that in mind, I think it is time to talk about Wizardry, the legendary RPG series developed by Sir-Tech. THOSE games were hard to beat! Seriously hard! Similarly to the Ultima games, most of our team’s first contact was not with the first Wizardry game, but rather with later entries in the series, typically, starting with Wizardry IV: The Return of Werdna.

Bane of the Cosmic ForgeIt may sound strange, but the very first thing that comes to mind when remembering Wizardry IV is its copy protection. The game allowed you to play through the entire first dungeon but then would ask you for a series of digits from a list that was included in the box...

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Sound Design #1: Details are everything

To fork into some different territory and cover more aspects of Realms Beyond, we have prepared a few blog posts about game design and technology. To start things off, let’s have a look at the sound design.

It’s an obvious thing: Atmosphere is not only a visual thing, and it’s not only created by gameplay. There are many more factors at play, so many, in fact, that it’s hard to even count them. Atmosphere is what you get when you put all the components of a game together and everything fits. Often overlooked, but without a doubt, one of the key elements to create an engaging sense of atmosphere is the sound design. Imagine, if you will, an RPG without driving combat themes, or an epic main theme. It would feel like a movie with the TV muted...

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