The thing that stood out to me, and the thing I was really interested in, is that even in all of these games where they have a lot of variants for all of these characters, you still tend to hear repeats. And there comes a point where you're doing your 900th variation of seeing something in the shadows, where you think, "There's gotta be a better way." You know I started in the industry as a designer, I worked at Irrational on Freedom Force, I then went on to do level design at Relic, I worked at Ubisoft on Splinter Cell: Chaos Theory where I wrote almost all of the AI remarks, so the things the AI said when they spot Sam Fischer. Jaffit: So the very very first build didn't have there, and the dealer's kind of inspired by the fortune teller in Ultima, that tarot-style fortuneteller, but it's also inspired by my. What was involved in creating the fortune-teller and was it as central a force or as prominent a character in bringing all of the game's different parts together? ![]() There are games like Left 4 Dead that have an AI Director, but again, it's not so in your face. I was talking with Liam, one of the other staffers, and he was saying, "Look, we always thought the game was great, it just had an awareness problem." And it's now good to see the awareness is out there and doing really well, which somewhat validates that vision.ĪBC: The game's obviously got a bit of inspiration from Dungeons & Dragons, but it's rare to have that kind of dungeon master role embodied with a voice and an appearance and that omnipotent sort of opponent. You get very very close to the project over a period of time. Morgan Jaffit: Well it's always delightful and the best thing about it, really, is that it validates that we're onto something, which is always hard to tell while you're in the middle of. How important is to get that kind of feedback, particularly from international sources? I want to understand more about the genesis of it all, while picking Jaffit's brains on the state of local development following last year's federal budget, so I called him one sunny morning and offered a penny for his thoughts.ĪBC: First of all, congratulations on the reception - so far as I can see, the critical response has been excellent. He's been an assessor for Screen Australia, has an extensive resume that includes working at studios like Irrational Games, Ubisoft and Relic Entertainment, offers support and guidance to other studios and has a role as a mentor for X Media Lab.īut lately he's been in the gaming spotlight for a different reason: Hand of Fate, the latest project from his Queensland studio Defiant Development, has been strongly received by gamers and critics alike over the last month, thanks to its curious blend of role playing elements, card game mechanics and third-person action combat. Engage new foes united by all-new card suits - Cross swords with disciplined Imperial soldiers, purge corrupted mutants and fend off northern raiders.Morgan Jaffit is kind of a pillar in Australian gaming development. ![]() Build up your combo meter to unleash powerful special attacks! ![]()
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