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1. Contents
2. Advertisement
3. Weekly Spotlight
4. Game Poster
5. Interview
Contents
Weekly Spotight
This week’s Weekly Spotlight is
about a game currently in the
conceptional phase, that game
is Rome Gone Dark. We hope by
giving it a chance in the spotlight
that some of our keen readers
will support the game. We hope
that it is produced, as we know
it has potential to be great.
So far, the creators behind it have
produced some early illustrations,
hosted on their website, and lots
of lore expanding on the concept.
This might seem familiar to you, as
Destiny (2014) had a similar system
for its lore and concept pieces. We
think this system is fair, as not all
players will want to read into the
lore that much. For those who
would like to, this website is on
the back cover of this magazine.
The game is set in the period just
before and after Julius Caesar’s
assassination. We liked that this
was the chosen period, as even
those who aren’t that into history
have some sense of who he was.
Having the game start around his
death is a great opener, as the
game is only somewhat about
him, most of it is about you and
your choices throughout your play.
It’s crucial to know that this game
won’t be sticking to history, and
including fictional aspects and
narratives throughout. If this isn’t
your kind of thing, then maybe this
isn’t one for you. If it’s something
you don’t mind then great, from
what we know it may go down
some dark fantasy themes and
narratives now and again as well.
From talking with one of the
creators during our exclusive
interview, we know that they
wanted to put fun first, and didn’t
want to make it too complicated.
They were aiming for the same
fun mixed with strategy that you
have whilst playing Reigns (2018).
They want the narrative to be one
that you get immersed in and enjoy
the many paths you can go down
in the game. Choice seems to be
something they wanted to focus on
from the very start. Choice in video
games is becoming more and more
frequent, so can they pull it off in the
way they want? I only time will tell.
InterviewWe talked with one of the creators
last month and got incite to
how they see the world they are
building. Sarah Matthews (Gaming
Journalist) interviewed John Williams
(Developer at Time Point Games).
*Start of interview*
Sarah: “First of all, I just want to say
how eager me and my colleagues
are to see your concept become
a reality, we truly can’t wait.”
John: “Thank you for those kind
words, all of us at Time Point Games
are too. It’s been rough at times, but
now we have hope that this concept
will make it, no doubt down to all
the support from your readers.”
Sarah: “So now onto the concept
itself. Why do you think you opted
for this period to set the game in?”
John: “Good question, I think it
mainly came down to the fact
of how much interest there is in
the period. We saw it as a sort of
crossroads from which to start
the choice-orientated game in.”
Sarah:“Isee,whydoyouthinksomany
peopleareinterestedinthatperiod?”
John: “The Roman Republic, as
the well-known empire it becomes.
Any period with it’s influences
and likeness is one of interest.”
Sarah: “How come the Republic,
and later empire, gathers so much
attention?”
John: “Good question, I think it
mainly came down to the fact
of how much interest there is in
the period. We saw it as a sort of
crossroads from which to start
the choice-orientated game in.”
Sarah:“Isee,whydoyouthinksomany
peopleareinterestedinthatperiod?”
John: “The Roman Republic, as the
well-known empire it becomes.
Any period with it’s influences
and likeness is one of interest.”
Sarah: “How come the Republic,
and later empire, gathers so much
attention?”
John: “I think for many reasons
really, but specifically how ahead
ofit’s time it was. They had a true
sense of developed civilization,
society and democracy. The latter is
one that has been so hard to produce
after Caesar’s took over the republic.
Maybe it was it’s ability to conquer
much of the then known world, or
maybe it was just their aesthetic
which they held to their last breath.”
Sarah:“Youraisesomegreatpoints;I
canseewhytheygatherlotsofinterest
and intrigue. Why Specifically
did you want the game to start in
the aftermath of Caesars death?”
John: “In some sense, we see Caesar
as a walking oxymoron, he was
seemingly both fair and ruthless.
Any leader of the empire needed to
be; it certainly was nowhere near
easy to hold together. We wanted
to have his legacy be more than
just a ruthless conqueror. We do
realise that not all see him as a
man of much more than that, and
to be revered. Maybe they’re right,
but through this game’s fiction
we can. In our alternate history
he was a great man, more than
anyone after him. Having the game
start with his death is s a chance
to write the aftermath differently,
give it a chance for remembrance.”
Sarah:“Youraisesomegreatpoints;I
canseewhytheygatherlotsofinterest
and intrigue. Why Specifically
did you want the game to start in
the aftermath of Caesars death?”
John: “We see Caesar as a walking
oxymoron, he was seemingly both
fair and ruthless. Any leader of the
empire needed to be; it certainly was
nowhere near easy to hold together.
We wanted to have his legacy be
more than just a ruthless conqueror.
We do realise that not all see him as
a man of much more than that, and
to be revered. Maybe they’re right,
but through this game’s fiction
we can. In our alternate history
he was a great man, more than
anyone after him. Having the game
start with his death is a chance to
write the aftermath differently,
give it a chance for remembrance.”
Sarah: “I can see that you have
a certain respect for him, or
at least his alternate self.”
John: “I do, I believe he could have
done so much more.”
Sarah: “Can I ask, why the name
‘Rome Gone Dark’?”
John: “Sure. We wanted to have the
empire be seen as the oppressive and
toxic conglomerate that some saw it
as. In addition, we wanted to show
it from an outsider’s perspective,
as that isn’t something you always
think about, how they were seen
by those who stood in it’s way. We
think that ‘Rome Gone Bad’ gives a
sense of everything gone to ****.”
Sarah: “Great decision, I think
it’s something that isn’t explored
enough, how something is seen by
those aligned against it intentionally
or non-intentionally. Now, thank
you for your time, do you have some
closing words for our readers?”
John: “Couldn’t agree more. No,
thank you, it’s been a pleasure. Sure
do, always think carefully before
you act, you never know what will
transpire.”
Sarah: Well, that’s a wrap. A big
thank you to John for his incite into
‘Rome Gone Dark’, a game we hope
reaches a store near you.”
*End of interview*
We later quoted them saying “The
Lore is the best way to explore
our concept for now, as our skills
at illustration aren’t all that great,
through words we are able to pour
that world out onto the page”
Fmp magazine (readable) (no to print) v3

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Fmp magazine (readable) (no to print) v3

  • 1.
  • 2. 1. Contents 2. Advertisement 3. Weekly Spotlight 4. Game Poster 5. Interview Contents
  • 3.
  • 4. Weekly Spotight This week’s Weekly Spotlight is about a game currently in the conceptional phase, that game is Rome Gone Dark. We hope by giving it a chance in the spotlight that some of our keen readers will support the game. We hope that it is produced, as we know it has potential to be great. So far, the creators behind it have produced some early illustrations, hosted on their website, and lots of lore expanding on the concept. This might seem familiar to you, as Destiny (2014) had a similar system for its lore and concept pieces. We think this system is fair, as not all players will want to read into the lore that much. For those who would like to, this website is on the back cover of this magazine. The game is set in the period just before and after Julius Caesar’s assassination. We liked that this was the chosen period, as even those who aren’t that into history have some sense of who he was. Having the game start around his death is a great opener, as the game is only somewhat about him, most of it is about you and your choices throughout your play. It’s crucial to know that this game won’t be sticking to history, and including fictional aspects and narratives throughout. If this isn’t your kind of thing, then maybe this isn’t one for you. If it’s something you don’t mind then great, from what we know it may go down some dark fantasy themes and narratives now and again as well. From talking with one of the creators during our exclusive interview, we know that they wanted to put fun first, and didn’t want to make it too complicated. They were aiming for the same fun mixed with strategy that you have whilst playing Reigns (2018). They want the narrative to be one that you get immersed in and enjoy the many paths you can go down in the game. Choice seems to be something they wanted to focus on from the very start. Choice in video games is becoming more and more frequent, so can they pull it off in the way they want? I only time will tell.
  • 5.
  • 6. InterviewWe talked with one of the creators last month and got incite to how they see the world they are building. Sarah Matthews (Gaming Journalist) interviewed John Williams (Developer at Time Point Games). *Start of interview* Sarah: “First of all, I just want to say how eager me and my colleagues are to see your concept become a reality, we truly can’t wait.” John: “Thank you for those kind words, all of us at Time Point Games are too. It’s been rough at times, but now we have hope that this concept will make it, no doubt down to all the support from your readers.” Sarah: “So now onto the concept itself. Why do you think you opted for this period to set the game in?” John: “Good question, I think it mainly came down to the fact of how much interest there is in the period. We saw it as a sort of crossroads from which to start the choice-orientated game in.” Sarah:“Isee,whydoyouthinksomany peopleareinterestedinthatperiod?” John: “The Roman Republic, as the well-known empire it becomes. Any period with it’s influences and likeness is one of interest.” Sarah: “How come the Republic, and later empire, gathers so much attention?” John: “Good question, I think it mainly came down to the fact of how much interest there is in the period. We saw it as a sort of crossroads from which to start the choice-orientated game in.” Sarah:“Isee,whydoyouthinksomany peopleareinterestedinthatperiod?” John: “The Roman Republic, as the well-known empire it becomes. Any period with it’s influences and likeness is one of interest.” Sarah: “How come the Republic, and later empire, gathers so much attention?” John: “I think for many reasons really, but specifically how ahead ofit’s time it was. They had a true sense of developed civilization, society and democracy. The latter is one that has been so hard to produce after Caesar’s took over the republic. Maybe it was it’s ability to conquer much of the then known world, or maybe it was just their aesthetic which they held to their last breath.” Sarah:“Youraisesomegreatpoints;I canseewhytheygatherlotsofinterest and intrigue. Why Specifically did you want the game to start in the aftermath of Caesars death?” John: “In some sense, we see Caesar
  • 7. as a walking oxymoron, he was seemingly both fair and ruthless. Any leader of the empire needed to be; it certainly was nowhere near easy to hold together. We wanted to have his legacy be more than just a ruthless conqueror. We do realise that not all see him as a man of much more than that, and to be revered. Maybe they’re right, but through this game’s fiction we can. In our alternate history he was a great man, more than anyone after him. Having the game start with his death is s a chance to write the aftermath differently, give it a chance for remembrance.” Sarah:“Youraisesomegreatpoints;I canseewhytheygatherlotsofinterest and intrigue. Why Specifically did you want the game to start in the aftermath of Caesars death?” John: “We see Caesar as a walking oxymoron, he was seemingly both fair and ruthless. Any leader of the empire needed to be; it certainly was nowhere near easy to hold together. We wanted to have his legacy be more than just a ruthless conqueror. We do realise that not all see him as a man of much more than that, and to be revered. Maybe they’re right, but through this game’s fiction we can. In our alternate history he was a great man, more than anyone after him. Having the game start with his death is a chance to write the aftermath differently, give it a chance for remembrance.” Sarah: “I can see that you have a certain respect for him, or at least his alternate self.” John: “I do, I believe he could have done so much more.” Sarah: “Can I ask, why the name ‘Rome Gone Dark’?” John: “Sure. We wanted to have the empire be seen as the oppressive and toxic conglomerate that some saw it as. In addition, we wanted to show it from an outsider’s perspective, as that isn’t something you always think about, how they were seen by those who stood in it’s way. We think that ‘Rome Gone Bad’ gives a sense of everything gone to ****.” Sarah: “Great decision, I think it’s something that isn’t explored enough, how something is seen by those aligned against it intentionally or non-intentionally. Now, thank you for your time, do you have some closing words for our readers?” John: “Couldn’t agree more. No, thank you, it’s been a pleasure. Sure do, always think carefully before you act, you never know what will transpire.” Sarah: Well, that’s a wrap. A big thank you to John for his incite into ‘Rome Gone Dark’, a game we hope reaches a store near you.” *End of interview* We later quoted them saying “The Lore is the best way to explore our concept for now, as our skills at illustration aren’t all that great, through words we are able to pour that world out onto the page”