Sto gioco sembra favoloso. Quello che cercavo da tempo (del genere).
I tipi sono super presenti nei commenti e scrivono parecchio. Confermano che il loro obbiettivo è stato un gioco stile jrpg.
Per chi non segue i commenti, qui alcuni spunti interessanti su abbondanza testo e confronto con Tales of Arabian Night:
However, there is a lot of English on the cards. And given the nature of a story telling game, the required reading for the campaign is pretty intense. However, before this campaign is over we will officially address the possibility of localization of certain assets. We are currently looking into how much it realistically costs, and who could do i
But compared to Tales of Arabian Nights it's very different. Tales of Arabian Nights has decision making but feels very random. The outcome of your choices don't necessarily reflect any sort of logic. In Middara the outcome of your decisions are typically more organic. The consequences of your decision making is something you can reverse engineer based on the story at hand. But if done correctly it doesn't mean that it makes the decision any easier to make. So, it would be closer to something you would see in a Bioware game than Tales of Arabian Nights "left or right." way of thinking.
We purposely are trying to make the decision making integrated as much as possible within the narrative. Players will have to make sacrifices within the narrative, and the ramifications will be foreseeable to a point.
The choices are spread out by a considerably larger amount than Tales of Arabian Nights. We want the decisions to be meaningful in the narrative. This precludes simple choices stopping the flow of the story or combat.
We will be doing a mechanical update within the next week detailing how this decision making works within the mechanics. I think this will give you a much better idea after you can actually read the rules and see how it works