Gamespy posted an Etherlords 2 Dev Diary, written by Etherlords Project Manager, Oleg Belaychook. Here's how it starts:
People often ask me, "What led you to make Etherlords II?" In general, games can be separated into two categories: those that can derive a sequel, and those that cannot. Simple enough, and an easy way to tell if your game has done well. It is upon this principle which hangs the fate of the development team from the moment that the final beta version is compiled. It is also here that a "wish list" begins of all the things that they would like to improve should a sequel be made. Thankfully, in our case, our wish has been granted, and Etherlords II will become a reality.
At first, it seems rather simple -- take your wish list and go! Actually, that would be the craziest thing to do. A sequel needs to be crafted based on feedback, and feedback exists in three fundamental forms. The first comes from us, the development team, the second is derived from the players -- both hardcore and casual, and the third arrives from the professional critics, better known as journalists. The more their opinions vary (which is often the case), the finer the line becomes between doing a sequel or not doing anything at all. Although priority is always given to the player's opinions, it is sometimes hard to get excited about making changes that you may profoundly disagree with. |