PREVIEW: ‘Age of Decadence’ Harkens Back to RPG Classics

I think back to games like “Baldur’s Gate II” and “Planescape: Torment” as the epitome of gaming narratives. The lack of photorealistic graphics and voice acting allowed developers to create non-linear experiences with literary exposition and protagonists born entirely out of the imagination of the player.

“Age of Decadence,” an intriguing offering from the small and independent staff at Iron Tower Studio, promises to be an RPG in that traditional sense.

“Age of Decadence” art from irontowerstudio.com

“Age of Decadence” is turn-based and isometric with a well-developed character creation system and an emphasis on player-driven plot. The game immediately brings to mind classics like “Temple of Elemental Evil” and the “Baldur’s Gate” series, and is set in a post-apocalyptic fantasy world torn apart by magic.The game boasts around 100 total quests, including no MMORPG-like delivery or hitlist missions, and over 20 large areas.

“Overall, dialogues and choices are the main aspect of the game and the main attraction,” said lead designer and writer Vince D. Weller in an interview at Gnome’s Lair.

“We have seven different endings and only two involve mortal combat,” Weller continued. “You’ll be able to talk your way in and out of trouble, make allies and enemies (there are no default good and bad guys), and handle quests in non-combat ways using dialogues and text adventure elements.”

Iron Tower has promised that these choices will have tangible consequences in game, something intended to make the story more immersive and exciting.

The game uses characters based on skill trees, not classes, allowing multiple play-styles and amorphous character creation. Traditional “classes” like Thief are present in the form of backgrounds, which give your character a history in the world, such as a reputation bonus with the Thieves’ Guild. These backgrounds explain how your character got the map that leads to the main adventure in “Age of Decadence.”

“The background doesn’t restrict your character in any way. A knight may specialize in combat and serve his Noble House in that capacity, or he/she may specialize in diplomacy or stealth,” said Iron Tower in an interview with RPGDot. “Backgrounds are optional, you don’t have to choose one, in which case you will enter the game world as a stranger.”

This sort of character system contributes to a story that is shaped and driven by the player’s choices, and that allows the player to move through the game in any number of ways. You can deal with every situation violently or with diplomacy and charm.

This non-linearity has been lost in modern games. BioWare, in “Knights of the Old Republic,” “Jade Empire” and “Mass Effect,” has included a forked plot which goes the same direction but has a good or evil ending, depending on the player’s moral choices. Open world games like “Oblivion” allow the player free reign of side quests, but there is one beginning, one central plot and one ending, leading to a relatively linear experience.

“Age of Decadence” reminds me of a tabletop RPG, where the imagination of the player is what makes or breaks the experience. If the player can take the time to immerse himself in the world and his character, and if Iron Tower follows through with their promises, “Age of Decadence” will be an epic achievement for storytelling in RPGs.

Like anything worth our time, “Age of Decadence” will be done “when it’s done.” Watch for more news in the meantime.

See also: This summary of a quick session with an assassin character is part of RPGWatch’s epic “Let’s play AoD” thread, where a forum audience can participate in a run through of the game, and is a good introduction to how things work.

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