Welcome to Piranha Tank TV
I'm Jörg Pankratz and am the project lead and am also involved with story, music and sound design.
I'm Jenny Pankratz and also do story design, social media and PR.
Why do we do this?
We need to reach out to people on many different channels.
Until ELEX we didn't do this (only (snail) mail and our fan forum), but this has changed.
Our goal is to provide you with some insights on the people, who produce our games and we
also want to explain some of our decisions and design processes.
We want to be closer to the consumer / community, something we already started during the
development of ELEX - the days of the black box developers are over.
Which feedback and ideas from the community are in the game?
- features, which a lot of people want (or features we already had on our list)
- e.g. no motor bikes, because the streets are ruined
- but maximal freedom (climbing roofs, rocks, ...) is back, no restrictive climbing spots
- and the idea for the jetpack was born
- no more corridors
- higher difficulty (no "the customer is king, click and the monster is dead" awesome button)
- (but their easy mode was still too difficult for the story mode players, which they addressed in a recent patch)
- QTEs out after community feedback and he admits, that they are a bad match for their kind of games
- Lore and atmosphere: Moar immershun, background stories, ..., audio logs, books, notes
- Quests have now more (real) consequences, not just pseudo consequences (replayability is a key design goal)
Next time: Battle Royal mode in games and what Piranha Bytes thinks about this latest trend