Re: Kickstarter Project for "A Hero's Call" from Out of Sight Games
Hey Chris,
I'll try to answer your questions as best as I can. The menu options are read by SAPI because we do not currently plan for the main character to be voiced, other than in combat. This is for a couple of reasons. First, it's sort of the RPG tradition - the silent protagonist; probably so you can assume the character has whatever voice you want. Also, it could be a little obnoxious having to listen to spoken dialogue as you're cycling through menu options. Finally, since every menu is going to have multiple different dialogue options, it would make for a lot of dialogue for the main character, which would be expensive...
There isn't currently any practical distinction for distance in combat. It's all just to create a sense of space. We haven't yet found a good way to represent distance in turn-based combat in a meaningful way that doesn't drag down the pace of combat.
It's difficult to quantify how much replay value a game like this has, because it varies from player to player. The gameplay experience promises to be different based on what character class you play as, what choices you make in game, what party members are traveling with you at certain places or times, and so on. Does that make sense?
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