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Gothic 2 wasn't finished
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RPGDot Forums > Gothic 3 General

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yanof
Village Dweller
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Joined: 22 Sep 2004
Posts: 5
Gothic 2 wasn't finished
   

I finished playing NOTR and then replayed Gothic 2. It was obvious that all the elements for NOTR were in place in Gothic 2. To give a few examples. The crosses marking Gregs treasure were there. However if you got a pic and dug you found nothing. Bandit camps necessary for NOTR story line were there but empty of bandits. Skip's pirate camp was on the beach sans skip.
I think Piranha ran out of money/time and went with they had. Now I can understand them doing this. They did what they had to do. Better 2/3 of Gothic 2 then no Gothic 2. My point is please, please, finish Gothic 3. I would rather wait and get the whole game not 2/3 Gothic 3. However if you run out of money/time again I will forgive you. hehe
Post Tue Dec 13, 2005 9:54 pm
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Paul999999
Leader of the Senate
Leader of the Senate




Joined: 08 Oct 2002
Posts: 302
   

I wish they would switch to a reliable "rich" publisher then they wouldnt have to rush or worry about time and money and can take there time on the game.
Post Tue Dec 13, 2005 10:28 pm
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Maylander
High Emperor
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Joined: 22 Mar 2002
Posts: 1712
Location: Norway
   

Aye, many such examples.. the crashed cart near the inn(under the bridge), the destroyed crate near the bridge on the level above, the ancient pyramid with no function in G2.. etc etc. I'm not sure what to think, but tbh I think they just planned an expansion. That's why the "missing elements" aren't really stuff you notice when playing G2 before having the expansion, because they don't seem missing untill after you've played it. If it was just loose ends, you would've noticed it in the original game. Just my two cents.
Post Tue Dec 13, 2005 10:53 pm
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Hindukönig
Guards Lieutenant
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Joined: 27 Feb 2004
Posts: 170
Location: Halle (Saale) / Nuremberg [Germany]
Gothic 2 WAS finished.
   

I asked the developers. KaiRo himself explained to me: Piranha Bytes thought Gothic 2 to be complete on the release. An addon wasn't planned at first, because they believed the world was rich enough.

Seriously, think of the addon-world: It has three different temperate zones, all of them have nothing to do with the original Khorinis. Heck, the whole new storyline doesn't have a thing to do with the original plotline. It's what it is: an addon. Look at Gothic 1. It has many "forsaken" campfires, just to give the location some interesting past.
I mean, if PB really had to remove the whole addon-storyline at the end, why should they leave those empty bandit camps you're talking about? Why didn't they just delete them? They're just some template entities, simply placed in the world of Gothic 2. It's just not fair to allege that PB removed content just because they, in fact, added some content - in addition, to give some places an own, untold story.

Please, stop it. Ask Piranha Bytes for yourself. After all, it's your problem if you believe they are liars about Gothic 2.

PS: Greg's crosses don't exist in Gothic 2 without the addon.

PPS: For your pleasure, the mail from KaiRo. In German.

quote:
Originally posted by KaiRo
danke für deine email, und danke dafür, dass du uns verteidigst. du hast
natürlich völlig recht. während der entwicklung von gothic II hat niemand
mit dem gedanken gespielt, ein addon zu produzieren, und die welt von gothic
II war in unseren augen ausreichend gefüllt. die tatsache, dass den spielern
das addon als "der fehlende teil" von gothic II vorkommt, ist andererseits
auch ein schönes kompliment, da es uns offenbar gelungen ist, einen völlig
neuen und ungeplanten teil des spiels derart plausibel in das originalspiel
einzubetten, dass man es sich kaum noch wegdenken kann :)

in der ersten designphase des addons haben wir uns alle "unvollständigen"
stränge der gothic II-story aufgeschrieben und überlegt, wie man diese
sinnvoll weiterführen könnte. dies geschah allerdings lange, nachdem gothic
II veröffentlicht war, und auch die idee, ein addon zu produzieren, wurde
erst lange nach dem abgeschlossenen design von gothic II geboren. das ist
die wahrheit!

lieben gruß aus essen und nochmal danke!

kai rosenkranz
piranha bytes
Post Tue Dec 13, 2005 11:02 pm
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Maylander
High Emperor
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Joined: 22 Mar 2002
Posts: 1712
Location: Norway
   

I knew the crosses weren't there, but there are quite a lot of things that get a completely new meaning with the expansion, so if they didn't plan it at all I'm impressed by the way it was implemented. Everything fits well in the context.
Post Tue Dec 13, 2005 11:10 pm
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Sem
Solid as a Rock
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Joined: 01 Mar 2004
Posts: 3386
Location: at the Dot
Re: Gothic 2 WAS finished.
   

quote:
Originally posted by Hindukönig
Please, stop it. Ask Piranha Bytes for yourself. After all, it's your problem if you believe they are liars about Gothic 2.



Do it in German if you want to get a reply from KaiRo. He knows how to write English, but from all the emails I've sent he only reply to the German ones of the ones with a German and English version. The English only never got a reply.
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Post Wed Dec 14, 2005 11:59 am
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Jazzy_s
Keeper of the Gates
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Joined: 26 Jan 2005
Posts: 115
   

Well in Gothic near the place where you kill the troll with Diego was a bandit kamp with bandits one of them had a name ( I don't remember it) and suppoe it had to be a quest there, why it wasn't finished I have no idea???
Post Thu Dec 15, 2005 2:39 pm
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Sem
Solid as a Rock
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Joined: 01 Mar 2004
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Location: at the Dot
KaiRo's email
   

I only just realised the following. Even if the planned the addon (I don't think they did), would you really think KaiRo would just say it to you.

"Oh yes, you were right. We just wanted to get more money out of your pockets"

or

"Yeah, we had a fight with our publisher, he was a real pain in the a**, so we had to rush the game and decided to leave that for the addon."


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Post Thu Dec 15, 2005 4:13 pm
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Bartacus
Il Buono
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Joined: 24 May 2003
Posts: 4706
Location: Belgium Flemmish part
   

I believe that Gothic 2 wasn't finished (Kaïro came here once to the forum and answered all the questions -> this is an English forum, so I'm absolutely sure he can comprehent it.)
Some of the examples stated here that they were going for an addon from day 1 are however wrong. (crosses weren't there and as Maylander already said -> you would have noticed it in the original game without having played NotR) You see a few lose ends indeed, but nothing that should imply something a lot larger - what an addon is.
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Post Thu Dec 15, 2005 4:33 pm
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Sem
Solid as a Rock
Solid as a Rock




Joined: 01 Mar 2004
Posts: 3386
Location: at the Dot
   

quote:
Originally posted by Bartacus
I believe that Gothic 2 wasn't finished


You argumentation would say to the opposite. Was it a typing error? Or do you mean that they didn't had time enough to do everything they had planned, but that it was not big enough to assume that the addon was planned from the start.
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Post Fri Dec 16, 2005 8:35 am
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Uriziel
Grand Mage
Grand Mage




Joined: 17 May 2002
Posts: 735
   

C'mon people!! You know you play the game over and over to find new things or to do something better.......don't you think the devs are the same. NO GAME IS EVER FINISHED!!! Do you think they say to themselves....the game is perfect now....we are through There is not a blade of grass or pimple on a monsters ass that needs more work. The storyline is absolutely perfect....let's go home now.......no need to offer us more money.....it is perfect
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Post Fri Dec 16, 2005 10:08 am
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Hindukönig
Guards Lieutenant
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Joined: 27 Feb 2004
Posts: 170
Location: Halle (Saale) / Nuremberg [Germany]
Re: KaiRo's email
   

quote:
Originally posted by Sem
I only just realised the following. Even if the planned the addon (I don't think they did), would you really think KaiRo would just say it to you.


Yes, I believe him. Because he said nothing of publishers being a pain in the ass. He said they thought the game was alive enough, and that was my impression, too.
Post Fri Dec 16, 2005 10:35 am
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VPeric
Most Exalted Highlord
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Joined: 13 Jul 2003
Posts: 418
Location: Serbia
   

Actually, I prefer to think that the addon was cleverly added into the original world. As for the, say, broken cart - it made perfect sense to me while it was just there. In fact, it's just something to improve the atmosphere. Plus, there are loads of places you can expand from, if you try hard enough - it's just the way the Gothic series are done. For example, (slight spoilers) in NOTR, if you go in one of the caves you will find what is probably a dead paladin, guarded by 2 minecrawlers. How did he get there? How come the minecrawlers are so obviously guarding him? Why is his skeleton still shiny a bit? Why are the fires he lit still burning? ( - the fires in Gothic are always burning ) etc. We don't know, but it makes perfect sense as it is. Yet I can imagine Hagen telling you about a lost Paladin blah blah, or he could be a king of the addon people, or what-have-you?

Fact is, it's just the way the world is done, and I see that as a plus. It's no fun if all the places in the game have one, and only one specific point.
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Post Fri Dec 16, 2005 8:26 pm
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nemo16
Eager Tradesman
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Joined: 05 Nov 2005
Posts: 39
Location: Romania
   

agree....some elements or scenes from the game are not at their place but i think that Gothic 2 is 'finished' from my viewpoint
Post Sat Dec 17, 2005 1:46 pm
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