Final Quest: Ever the Fantasy
Creator: Betty Webb/JC
Q1. What is Final Quest: Ever the Fantasy?
JC: Final Quest: Ever the Fantasy is an action/adventure RPG,
that deals with serious issues but at the same time as light undertones
of humour with the three main characters. Kitsune Himo, the lead male
who is a fox boy, he suplies the comic relief when everything is dark
and depressing. The main character is Yayoi Shidou, aka Yoi, who in
the game, is the designer. She is sucked into the game right after she
completes it. Then there is Miyuki Kogarashi, an assassin dual class
that is Yoi's lover.
Q2. Serious issues? Could I twist your arm to find out some
of those?
JC: Sure thing. The main serious issue is Lesbianism. I know
most games don't deal, or even want to think about dealing with
homosexuality, but that is how I wanted my characters to be. I want
my game to teach tolerance towards others choices in life. And I know
video games do have some influence on people. So I am hoping having
two likable lead females be in love with each other will show people t
hat homosexuality isn't bad it is just...different.
Q3. That sounds very unique. How long have you been working on this
game?
JC: Well, you see, the idea has been in my head for well over
four years, it first started out as a story that I never got around to
writing, and then I drew a few manga/comic type layouts to see is that
medium would work. But when I heard about RPG Maker 2, I knew that was
the ticket and wanted more than anyhting to show the story though game
play, which I think is a very wonderful way of showing it for its full
lush ideas.
Q4. What kind of gameplay can players expect from your game? Any
features that will make the game really stand out in gameplay?
JC: This is one of the parts that I think will really win players
over. I wish to implement a system where you can control any of the
three characters at any time you wish. But as the game continues on,
the play will have to go though certain parts of the game with one
of the characters without the others. This will give the player a
chance to try all of the characters out, and to pick there favourite,
like most of us do, and make them our strongest character. But, still
the player will have to play as all three at one point so they can get
a feel of all of the characters and their strong points.
Q5. What do you find to be the hardest aspect of RPG Maker 2?
The easiest?
JC: The hardest is the scripts, the manual doesn't give you a
good grasp on what to do, so it is trail and error if you don't have
any designing experience. The easiest for me, would have to be building
a character and the maps. It helps if you have an idea as to what you
want it to look like before hand, but over all the maps are very easy
to make and very fun and almost soothing if you like what you are
doing. As for the characters, it is very easy to costumize them and
to let your basic ideas for the look of your characters to be
achieved.
Q6. How long do you expect players to be engrossed in the world
of Final Quest?
JC: Well over 50 hours more like 100 hours of gameplay really,
there are two continents to explore with numerous mini games and
dungeons to play though.
Q7. At what point in time do you assume that Final Quest will be
ready for a demo or full release? Any future games from you,
perhaps?
JC: Well, a demo, I would assume some time next fall, I will
have all summer to work on it if time permits of course. Perhaps
even full release by next Christmas. After all the game is huge
and has to be worked on a whole bunch, before it is anywhere near
ready. After Final Quest I would like to venture into a new genre
of action RPG, sort of like Metal Gear. But I will put that idea on
the back burner.
Q8. What advice do you have for people who've just picked up
RPG Maker 2?
JC: I would have to say, you need to have patience, and a good
idea written done on paper so it will be easier to follow when you are
creating your game. But above all have fun, because after all it is
your game and no one is forcing you to make it.
Thanks for your time.
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