Tags: Piranha Bytes; Risen 2: Dark Waters
<p>Most of you probably know that Piranha Bytes' next game <strong>Risen 2: Dark Waters</strong> is scheduled for release later this year (for October to be precise). I would have loved to do an interview with them but unfortunately I'm too busy. Therefor I've sent my best agent old man Vault Dweller to ask them some questions. Here's a snippet:</p>
<blockquote>
<p><strong>2. What lessons have you learned from Risen? Lessons that could be translated into meaningful gameplay improvements?</strong></p>
<p><br />As always we collected all the feedback from our fans and the press before we started to design Risen 2. One of the main critic points was the way the story was told in Risen 1. The beginning of the game seemed overwhelmingly complex for beginners because of all the freedom, and the fourth chapter was too thin story-wise.</p>
<p><br />To tackle these problems we applied a technique we call the “pearl principle”. We changed the game structure in a way that the game starts with a small world that becomes bigger and more open the longer you play. The story is like a string of pearls that is split up at certain points, but comes back together again at a later point. Through that we make sure that there won’t be a very thin last chapter again.</p>
</blockquote>
<p><a href="http://rpgcodex.net/content.php?id=235" target="_blank">Read the whole interview here.</a></p>
<p> </p>
<p>Most of you probably know that Piranha Bytes' next game <strong>Risen 2: Dark Waters</strong> is scheduled for release later this year (for October to be precise). I would have loved to do an interview with them but unfortunately I'm too busy. Therefor I've sent my best agent old man Vault Dweller to ask them some questions. Here's a snippet:</p>
<blockquote>
<p><strong>2. What lessons have you learned from Risen? Lessons that could be translated into meaningful gameplay improvements?</strong></p>
<p><br />As always we collected all the feedback from our fans and the press before we started to design Risen 2. One of the main critic points was the way the story was told in Risen 1. The beginning of the game seemed overwhelmingly complex for beginners because of all the freedom, and the fourth chapter was too thin story-wise.</p>
<p><br />To tackle these problems we applied a technique we call the “pearl principle”. We changed the game structure in a way that the game starts with a small world that becomes bigger and more open the longer you play. The story is like a string of pearls that is split up at certain points, but comes back together again at a later point. Through that we make sure that there won’t be a very thin last chapter again.</p>
</blockquote>
<p><a href="http://rpgcodex.net/content.php?id=235" target="_blank">Read the whole interview here.</a></p>
<p> </p>