Posted July 04, 2011
I didn't write the following text, however, i totally agree with the following:
Ok, so the next Witcher game gets the go-ahead and you're in charge. You have the assets and technology developed for the last game. What do you do now?
Here's what I think.
Having failed at the console version of the first game, and got a 360 version out this time, I want to capitalise on what I've learned. So the next game has to come out while the 360 is still a current platform. So in two years, not five.
My game was basically a triumph. W3 will do all the same stuff. Yay Witchers.
However, I must try and understand why the entire world thinks my early stages were too difficult :) Better autosaving apart from anything else...
I must work out a better way to integrate alchemy, potions and meditation into the game. This is a great part of the Witcher mystique but still strangely clunky in game.
I must improve the UI around the inventory/merchant/crafting/alchemy screens. Perhaps I need to streamline further. Crafting didn't work all that well given the the loot available from enemies. One of those things needs tweaking. Were there too many potions? There were only 5 signs and they all did clearly different things. Were the potions insufficiently differentiated in comparison? Or the bombs? Or traps?
I've done a massive and largely successful overhaul of the combat system for W2. Can I spend a fraction of that effort filling in the remaining gaps?Specifically Geralt's need to come to a halt at the end of some animations when the player wants him to MOVE DAMMIT. Can that be tweaked or have we pushed our originally d20-based engine as far as we can go with it? Or can we redo animations so if The Witcher isn't responding, his animation makes that make sense?
Will the same combat system do for another game, or do we need to create more options? Hm. Must think.
Geralt's frequent inability to step over twigs is the other visible clunk in our world-building. Can we address this? Geralt does run up some slopes perfectly happily, so is there further engine work that would let him step or vault over small obstacles? Or can we do design work that doesn't put put 6 inch barriers around any combat arenas?
Many people like to steal the contents of a villager's home. I don't know why, but there it is. W2 has no reaction to this. W3 could do something without actually expending effort to duplicate theft systems from other games. Two Worlds 2 just zooms in on the NPC's angry face if you try and rob them while they're in the house, for example. Maybe something like that.
My insane decision to have an entire chapter not visible on any given playthrough is the kind of crazy thing that makes me brilliant. Do that again if I damn well feel like it :) And screw your focus groups.
Anyone else?
Ok, so the next Witcher game gets the go-ahead and you're in charge. You have the assets and technology developed for the last game. What do you do now?
Here's what I think.
Having failed at the console version of the first game, and got a 360 version out this time, I want to capitalise on what I've learned. So the next game has to come out while the 360 is still a current platform. So in two years, not five.
My game was basically a triumph. W3 will do all the same stuff. Yay Witchers.
However, I must try and understand why the entire world thinks my early stages were too difficult :) Better autosaving apart from anything else...
I must work out a better way to integrate alchemy, potions and meditation into the game. This is a great part of the Witcher mystique but still strangely clunky in game.
I must improve the UI around the inventory/merchant/crafting/alchemy screens. Perhaps I need to streamline further. Crafting didn't work all that well given the the loot available from enemies. One of those things needs tweaking. Were there too many potions? There were only 5 signs and they all did clearly different things. Were the potions insufficiently differentiated in comparison? Or the bombs? Or traps?
I've done a massive and largely successful overhaul of the combat system for W2. Can I spend a fraction of that effort filling in the remaining gaps?Specifically Geralt's need to come to a halt at the end of some animations when the player wants him to MOVE DAMMIT. Can that be tweaked or have we pushed our originally d20-based engine as far as we can go with it? Or can we redo animations so if The Witcher isn't responding, his animation makes that make sense?
Will the same combat system do for another game, or do we need to create more options? Hm. Must think.
Geralt's frequent inability to step over twigs is the other visible clunk in our world-building. Can we address this? Geralt does run up some slopes perfectly happily, so is there further engine work that would let him step or vault over small obstacles? Or can we do design work that doesn't put put 6 inch barriers around any combat arenas?
Many people like to steal the contents of a villager's home. I don't know why, but there it is. W2 has no reaction to this. W3 could do something without actually expending effort to duplicate theft systems from other games. Two Worlds 2 just zooms in on the NPC's angry face if you try and rob them while they're in the house, for example. Maybe something like that.
My insane decision to have an entire chapter not visible on any given playthrough is the kind of crazy thing that makes me brilliant. Do that again if I damn well feel like it :) And screw your focus groups.
Anyone else?