![]() Early on, this dilemma was an important source of discussion and ideas. We wanted something epic and supernatural, but we had to be careful not to fall too far from what the majority of players like in terms of visuals. First, we explored some “Northern Lands” tropes, but it didn’t work out for us in the long run. We were sure that the art style for Lords had to appeal to a wide audience while still being engaging for core players. The art was trickiest, because we had two important things to tackle at once: the mood of the game and competing internal visions for the art direction of the game. The original design document centered on an action game, but we wanted to make an action game that was tactical and combat-centric. However, we quickly agreed to re-draft the game’s concept from scratch. Originally, Deck13 provided an initial concept of the game to kick things off. Soon we finalized an agreement with Frankfurt-based developer Deck13 and the combined Warsaw-Frankfurt devteam agreed to split the creative responsibilities of gameplay, story, and art between myself, Jan Klose (Deck13’s Creative Director) and Damian Zielinski (CI Games’ Senior Art Director). Yes, all the “Souls clone” talk is mainly my fault. We were responsible for delivering an attractive game vision and making sure that that the implementation process would reach its goals. Retain creative control: The creative side of the project had to originate from and be overseen within CI Games. We knew from the get go that to do this project well we would need to be effective in the way we divided labor. Divide responsibilities effectively: Co-development requires that roles and responsibilities be effectively divided, communicated, and enforced. We thought an action RPG would be the natural choice, but in order to start we needed the right people. Find the right partner: Up to this point, CI Games was mainly known for action titles, and had not developed any RPG games prior. It certainly was not a typical “developer-publisher” relationship, and I hope that many can learn from our experience.Īt the start of the project, we had several goals ahead of us: In this post-mortem, I would like to shed a little more light on the co-development model we used and the roles that CI Games and Deck13 played. Also for me, the project was what I always wanted – to be inside the core team rather than marketing. For our development partner, Deck13, I believe it was a great project to step forward as a studio, as a growing dev team, and as individuals who really wanted to go through the production cycle of a major title. For the team at CI Games, it was the first project of ours that showed that a co-development model and heavy outsourcing can work well, provided you keep the creative vision in-house. Not least the minds of those involved in the project. Lords of the Fallen is a project that changed many things in the minds of many people. Tomasz Gop, the executive producer who left CI Games, had something to say post-release about the development of Lords of the Fallen:Īn analysis of co-development in AAA games – a Lords of the Fallen postmortem To compliment my opinion on the game, this is why enjoy LotF more than I did DS2. I sincerely hope we get to see more of that. It looks, sounds, and feels incredibly powerful, I absolutely love how I can do a running 2h attack with a great hammer against a large shield foe and see his poise shattered, just to be hit by a satisfying overhead follow up swing. LotF is great so far, because the game gradually makes you feel increasingly more powerful. We don t need another DS, leave that to From Software. LotF was always compared to DS (for good reasons), but I found it fine that the game was more forgiven. I'm very much afraid they will take out most of the RPG elements in favor of simplified, story-focussed action game (aka the Sacred 3 route). What do you guys think? I think LotF 2 would be have perfectly fine building on the first game, but simply improving. ![]() As of current information, LotF 2 is heading towards being a story driven sequel. Unfortunately, it seems the original team has nothing to do with it and the lead designer apparently left the team as well. ![]() So, I read that LotF 2 is currently in development is aimed for 2017.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |