Tim Gerritsen on Rune Perspective
11:48 AM | Toby Allen | Comment on this story
Human Head's chief interview-Viking and business guy, Tim Gerritsen, spoke with The Daily Telefrag about their upcoming melee-based game Rune. The interview includes several questions about the mythology aspect of Rune, as Human Head has mentioned numerous times that they researched Viking history in order to add some authenticity and depth to their game.
Rune is a third-person perspective title, and this is a cause of concern for many gamers as games of this type are often more adventure and less action. Gerritsen provides a very satisfying explanation of the strengths of the third-person view and their justifications for using it:
Tolstiy: As I understand, third person view was chosen to show all the beauty of what is happening on the screen - especiallyThe team working on this title has recently entered 'crunchmode', and are furiously stomping out bugs and adding speed optimizations to this title to prepare it for an October release. The Mac OS version is also in development by Westlake Interactive, and is expected quite soon after the PC debut.
The Daily Telefrag's Rune interview
the combat scenes. But camera can’t stand alone in such a tough ‘fight’ - animation must help here. Could you cite some
movie-like examples where camera works together with animation and as the result we have something stunning?
Timothy Gerritsen: The camera is where it is so that you can actually fight. If you have a gun, all you need to see is where it is
pointing. Thus camera in FPS games is so easy to do. If you are fighting an enemy with an axe or sword, you need to see where
your blade is, where his blade is, and how you are positioned. A fencer keeps all of these things in mind while fighting because
he has depth perception and a wide field of view from his eyes, but in a first person view you have no depth perception, so
determining your exact position is almost impossible. In a third person view, you have a much more easy time of determining
position, which is the key to victory. If you just run up to an opponent in our game and hack away, you will probably die.
Proper position during combat keeps you alive. In the final analysis, in our game, it is possible, just like a fencer, to get 'into the
groove' where you are acting on instinct because you don't have to fight the camera, or the interface. You instantly can feel all the
things necessary for victory, and thus play the game instead of playing the interface.
Gathering of Developers
Human Head Studios
Recent Mac Games News
Tuesday, September 26, 2000
Monday, September 25, 2000
Friday, September 22, 2000
Thursday, September 21, 2000
Wednesday, September 20, 2000
Search for other Mac games news stories or browse our Mac Games News Archive.