Creator: Bakusan
Q1. Your game is called "Legend of Sword: Guy to the Past Now
Present Near Future." I assume it's a comedy. What is it all
about?
Bakusan: It's a farce; something that has a serious story
except that the characters are silly or the setting is out of
place/completely wacky/or lighthearted (if you've read Discworld
or seen movies like Kill Bill, Starship Troopers, or Eight Legged
Freaks, you'll know what I mean). The story is my personal rip-off
of Zelda, mainly because I loved the old Zelda's but I am getting
tired of the new formula Nintendo is implementing.
The game takes place in Taerth, a big-*** world I created for
that past ten years in order to help pass the time on those rainy
days. In the game, you play as Guy Guy'm'locke, a run-of-the-mill,
347 year old knight (in Taerth, human's live to be about 500 years
old so Guy is in his middle-aged period). He comes from a prestigious
family full of aristocrats and noble warriors, but Guy isn't the most
noble person around. He moves to Byrule, a large kingdom in the south
and one of the six seats in the United Kingdoms of Taerth. He builds a
wood cabin in the country-side and tries to live his life as best as
he can without being bothered by his neighbors who love his family name.
The picks up when he recieves word from the Knights of the
Illuminated Light Lithical (Lithical being a magic spell that pops
up constantly in the game; its hailed as one of the most powerful
spells in the world but all it does is conjure up the PERFECT BLT
sandwich). K.I.L.L. needs some new recruits, and you're goal is to
obtain as many points as you can by helping out the townsfolks. As
your points increase, you begin to learn about the corruption in the
local government and the story of the evil wizard Godrick More-beers.
Godrick was once a wizard in the high council of Rush'd'ia, the
coldest and most southern land on Taerth. Rush'd'ia isn't the most
"civil" land around, and his family was "liquidated" after he failed
to produce a spell that would melt the Sigh-ber icecaps (Sigh-ber has
an immense amount of natural resources... tis a shame it's frozen).
Extremely pissed off, Godrick comes up with an evil (like always)
plan to kidnap the princess of Byrule and use her body to summon
the infernal (not to mention perverted) demons of the Abyss. Guy,
who usually doesn't care for the whole save the world thing, is
promised by the Knights that if he helps them, he will be granted
the title of Lord and given a sword of immense power. Because he is
the type of person who wants to impress, Guy decides to except the
quest (not without hesitation, in fact, he almost refuses because he
A; hates women, B; hates saving people, and C; hates people in
general). After that, the rest of the game is exploring the world,
talking to the many colorful villagers (every one of them has a name
and they all have SOMETHING of interest), and collecting random crap
to open a rift to the Abyss (trust me when I say you will not expect
what will happen when you travel to hell, hehe).
Q2. Well, that's sound pretty unique. How long have you been
working on this game, anyway?
Bakusan: Well... to tell you the truth it's probably been
a month (not even that, I started the thing two weeks ago but I
have a suprising amount done). I was thinking of several ideas for
it, mainly so I could make it the first rpgm2 game (released that
is... and maybe the first completed one) to have an action battle
system. I was originally going to do a more traditional RPG-type
game, but this one tickled my fancy so much that I HAD to do it
(plus, rpgm2 has a character model that looks JUST LIKE LINK!
When I saw it, I was like "WTF is this? I must use this!").
Originally, the game was going to be called "The Legend of
Zelda: Please Stop the Madness". I changed the name because of
A; it was madness, B; it had no organization, C; I don't like
Zelda as much as I used to so it would end up sucking, and G;
I hate fangames and I always screw up on my alphabet. I changed
the heroes name to Guy (he's still the Zelda dude character
model... I think the original name is "male, hunter" or something
like that), I made it Legend of Sword because it's the tale of how
you obtain a legendary sword, and I called it "Guy to the Past
Now Present Near Future" because it's the first game in the
Taerth Chronicles (hence the name past), you play in the
present, and the future is near after you beat the game
(that's using logic, the future is always here).
Q3. How do you plan to make your game different from
everything out there? Any secret innovations?
Bakusan: Secret innovations... well, I'm a pc role-player;
always have, always will be. I still play console RPGs, but I love
a good PC RPG. For one, the game's comedy isn't going to be
over-the-top. There won't be any random cursing (hell, I
think I cursed more in this interview than I did in the first
two hours of the game), no stupid jokes that only a select few
will understand, no dumb slap-stick mess, no 1337 [leet] speak,
and dumb characters are a no-no. The humor is what I'd like to
call sophisticated (don't get me wrong, I'd love to see some of
the other comedy game's I've been seeing, but some of the stuff
in amateur comedy games gets stale and boring and it's just not
funny). My game isn't a gut burster, but there are plenty of moments
where you will chuckle to yourself. It's not meant to laugh out loud,
and it's not a serious comedy, but the whole thing is meant to be
silly.
Another thing is my world. In my humble opinion, I put a lot of
history and color into this world. Just talking to people will
spark up conversations about ancient legends, hidden tombs that
need to be raided, and mythical creatures you can kill. Another
thing is the NPC's. I think NPC's are THE most important factor in
a video game (second only to gameplay of course). All of the NPC's
are individually named, they have interesting things to say, and
they speak realistically. When you talk to one, Guy speaks FIRST
(so a conversation would be like "Guy: You, yes you. You're the
only guy wearing an out-of-style hat and smells like a sewer.
Answer my question, I command you." "Carl Montague: Are you
talking to me, my good man? If it weren't for your prestigious
name, I wouldn't even acknowledged your presence. Speak now or
leave). Also, conversations spark up a list of "choices" to ask
people. After you introduce yourself to someone, you get several
choices which include "Talk, Any info, Any secrets, Any
advice, ect.
Another thing is the difficulty. This game is hard
(and not in a cheap way) and you'll be scrambling to complete
as many quests as you can to grow in power. Finally, no Zelda
game would be complete without item collecting (lets just say
there are lots of items to collect and trade for cool stuff from
bags of Golden Fleece, to planting Magic Soybeans for a hippy
conservative, and even collecting the golden ectoplasm from
Ghostulas). There are lots of secrets to unravel, cool combos
for my attack system, and the monsters grow in power as you do
(all though monsters level up more slowly than you so the game
won't be TOO hard).
Q4. It seems like you've planned the crap outta this thing.
At the end of it all, what kind of experience to you hope to
leave the players of this game?
Bakusan: My main hope is to teach people how to enjoy PC-style RPGs
a bit more and the fact that story-line really isn't important as
long as you have enjoyable gameplay. Another point I'm trying to
prove is that you can pull of anything if you have three things;
Time, Dedication, and Love of what you are doing (I love video-games
and I love making them). If this game really picks up as I hope it
will, I plan on making several other games that take place in the
same world.
Q5. What do you plan on doing after you finish this game?
Any new projects?
Bakusan: After I finish the game I will crawl into my bed
and sip on some cognac while reading a good book. As far as
projects go, I have plenty planned out. Taerth, being a huge
world, will have many games involved in it (like the Forgotten
Realms for Dungeons and Dragons). My next project (which I'm
actually working on now very slowly) is called Wizardy (that's
what people in Taerth call spell-casting). In Wizardy, I'm
trying to pull off a first person dungeon crawling system. It's
actually not as hard as I planned but it does require some skill.
My friend is working on a modern spy-game (and he's doing a bang-up
job too) and I started writing on paper a WWII real-time-strategy
game (I have a basic engine idea down and I built a few tanks and
machine-gun bunkers for fun).
Q6. What have you found to be the hardest aspect of RPGM2 to
handle?
Bakusan: None really. I've been working with the not-so-legal
Rpg Maker 2000 on the pc so I pretty much know every aspect of RPGM2.
I don't like how switches where changed to flags, but other than
that, everything is easy as pie. I think the event placement is
stupid and they should have streamlined events and event placement
(as well as scripts) into a single option (you make the script,
create it's graphic, and place it without having to switch between
so much crap). I haven't run into any problems yet and everything
is going smoothly. One aspect that really pisses me off, though,
is how hard it is to place some objects in the map. Placing a bridge
is nearly impossible because you can't switch to object editing
while inside of a map. If Enterbrain decided to streamline map
making and object placing into one map, it would have really made
my day (seriously, it took me an hour to place a friggin wood
bridge yet only half that time to make the basics for my ABS).
Enterbrain did a really good job with this maker and I'm pretty
satisfied (unlike most people who are like "Hoe Noes, walk when
they talk WTF is that?")
Q7. *GASP!* RPG Maker 2000! How could you?! :-P
Bakusan: Yes, I know. Call me evil, but I used RPG Maker
2000. All though I ended up buying the real version (just to give
my thanks to Enterbrain) I personally felt is was much better
than RPGM1 on the playstation (this is my opinion so don't bother
me about it). Not only does it have a HUGE fanbase (there is one
website I frequent that has 13,000 rpg2k users all in one spot)
but it's also easier and you can use your own music, make your
own graphics, and it's easier to create your own battle system.
Rpgm2 blows 2k out of the water and I don't use it that much
because I've grown out of it. Oh, and rpg2k also lets you have
32,000 switches, 32,000 variables, and an infinite amount of
events on one map (infinite maps too). Rpg2k is in a way, better
than rpgm2, but rpgm2 still kicks its sorry ***.
Q8. If you could tell newbies to RPG Maker 1 or 2 one thing,
what would it be?
Bakusan: READ THE MANUAL.
Thanks for your time.