My question for devs - do you plan some small interactivity to make game world more alive, more diverse and detailed. For example...
Wells - Im sure there will be at least few wells in game world. I would like to see it as interactive object. If you click/press button the water would refresh you (+ a little health or stamina) or wash some item (in case of some quest).
Altars/Totems - there could be altars or totems in native villages or hidden sacred places where you could sacrifice some item(s) to gain something (bonuses, summon some creature, get advice from native ghosts etc.). But first you would need to get info how it works and what to sacrifice there (and your native companion could refuse to answer that at first because "its sacred and you are not native" to avoid obvious simple solution to ask your companion).
Bell in fort/city - bells could make alarm and bring some additional soldiers if fort/city is under attack (depends on quests and story). Even if there is no scenario like "city under siege" or "hero leads the defense of the city" you could use it for some quest where you would need help of few soldiers. So you use a bell, soldiers come hastily expecting trouble and you trick them for your benefit and lead them where you need to (it could have repercussions later).
Domesticated creatures - one early screenshot suggested that natives have some domesticated creatures. These creatures could be interactive as NPCs, just instead of "talk" option there could be "pet" option (just short animation) or for example "give food" (if you have suitable food in inventory). Its just small detail but it could be used in some quest too.
There could be also some unique talking creature or just more intelligent creature - it wouldnt talk, only growl (so you would save money needed for voice over), but it would make visible gestures and nods. If your hero or some companion have enough intelligence or some animal skill he/she would understand what the creature tries to tell you. Yes/no answers would be simple nods. Again that could lead to some quest.
Cannon - there will be probably some stationary cannon in a city or fort. I wonder if you could make it interactive to use it in some scenario "defense of the city". I assume that create simple shooting minigame (without moving, just aiming at targets) is not an option so it could be designed from perspective of commander. For example you have quest to defend a city. Its your decision how to approach the situation or which area to defend. If you go to cannon crew and command them where to shoot the camera will change to preset angle and short commands will appear near bottom of the screen. The rest of the screen will be view of the battlefield from distance (so the cannon should be located high enough). These options will be areas to shoot like "east", "west", "near the gate" (something like that) . You choose one, then camera goes back to normal view, crew will start to shoot and you could go back to normal play. After several minutes you could command them again.
If you ignore this option they will shoot themselves but less efficiently.
Most of these things are not hard to do and would help to make the world more alive and unique. Of course that intelligent creature and shooting cannon would need a little more work. Could we expect at least one or two things like that?
Im not developer, but I can answer some of your questions.
- Is this open world or a single player story focus mode experience only ?
Its definitely NOT open world. They never said anything about open world. Its not linear either, there is some branching, different solutions, different endings, but its very story focused.
Open world is overrated anyway.
- Can i change from first person to third ?
Its extremely unlikely that you could do that. For a good reason. It should be horror-like experience when set camera is important to achieve the effect.
- Are this the only game you will create from H.P Lovecraft universe or we'll get some sequels?
Who knows? Maybe if this game will be successfull...
Of course it could be all totally made up, although Spiders did say they were inspired by 17th century Europe. In fact, the whole thing minus the magic tree creature reminded me a little of this movie scene.
I doubt that colonial (invading) forces in this game will be depicted very simply as "the heroic ones" while naties will be "the primitive ones".
I think its more likely that natives in Greedfall were partially inspired by Aztecs.
Are you sure about level scaling? In Bound By Flame all enemies are hand placed and jump in difficulty significantly only when advancing story chapters/locations.
It doesnt matter that much. Main problem is hard respawning of everything together with a lot backtracking - that is bad design IMHO and big NO for many SP RPG fans. I hope it will be lesser problem in Greedfall because of bigger world and fast travel system.
I have a small fear of the deep dark parts of the ocean and was wondering if this game will feature any parts where we will have to go down into the dark parts of the ocean perhaps even to the city of R'yleh. To be honest the fear of the ocean will probably make this game more exciting for me.
Well, it depends... I wouldnt expect R'yleh or some kind of free diving in the ocean. That would make scope of the project much bigger. I believe there will be some interesting hallucinations or visions of the deep ocean. Maybe there will be one or two ominous dives in gameplay too but it will be scripted. So we will see. There could be dives in the deep but I wouldnt expect diving to be big feature in gameplay.
I noticed there were 2 main problems in Technomancer that players complained about - backtracking and constant respawns. Greedfall should have fast travel so I assume that backtracking wont be an issue here.
So lets go to respawns. Dear devs, pls will you correct this ïssue in Greedfall?
I know a lot of RPG fans who were more or less disappointed by Technomancer because of constant respawns and will be much more intested in Greedfall if you correct this problem. Its very tedious and boring and you have feeling like you achieved nothing (no impact on the world) when every enemy quickly respawns again. This is not MMO. There could be some places where respawns make sense like guards in town (there are more soldiers than those you see on streets) or some big lair of beasts, but pls dont do respawns everywhere.