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RPG Codex has posted the first part of a Gothic 3 interview with Piranha Bytes' Kai Rosenkranz:1. Let's start at the beginning. How do you evaluate the first two Gothic games and the expansion? What do you see as strengths to build on and what as weaknesses to improve?
Kai Rosenkranz: The Gothic series has evolved. Since we started in 1997, we have constantly improved the Gothic games and eliminated many of the weak points from the first instalment. The original Gothic 1 established a certain atmosphere which became the typical "look and feel" of the series. Even though all the previous Gothic titles were very different in terms of mood and setting, we tried to maintain the fresh roughness and coolness of the world and its inhabitants. One of the most important features of all Gothic games is the lifelike gaming world and the realistic behaviour of both humans and creatures.
In order to be able to wipe out the weaknesses, we had to be very aware of what the players liked or disliked. In close cooperation with the community we identified the worst faux-pas (such as the incomprehensible interface or the gradual loss of tension in the later chapters) and passed them on to a major overhaul. Of course any of the Gothic games has its own strengths and weaknesses, and with each new instalment new boobs wormed their way into the design ;). But on the other hand, innovative features and the lifelike gaming world make up for these minor nuisances and the overall gaming experience pleased the majority of players. |
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