uajii
Literate
- Joined
- Apr 15, 2024
- Messages
- 8
Well, that's complete bullshit. You just look at someone's resumé and make assumptions. Viktor joint Operation Flashpoint late when the game mechanics were basically finished and his job was to write the story and design missions. He literally said in his podcast it was too much of a simulation for his taste and he tried to gamify it. He's also critical of new Arma games, because in his mind they rely too heavy on simulation and they are not games enough. His favorite games are Zelda and Dark Souls.Never had a problem with this supposed "jank". Not saying it's perfect but compared to your average Bethesda game Kingcom Come felt like the mother of all AAA games.
Kingdom Come in the main suffers from having had two leads each of which had a completely different vision for the game. We have Vavra, who is big into cinematic narratives (and is surprisingly good at it), and then you have the Operation Flashpoint guy who is into simulation and being hard core and shit.
I don't know exactly how development went but it's obvious those guys each did their thing separately and there was some difficutly trying to put the two toghether. And that's pretty much it as far as i'm concerned.
Vávra was pretty much responsible for every design decision in Mafia 1 and he put there all the simulation and hardcore stuff, that some people find tedious. Like that the old cars go slowly up the hill, you have to obey the traffic rules, racing cars are hard to control etc.
Also, KCD didn't have two leads. Vávra was the co-founder of the studio and its creative director, Viktor was just an employee and the lead technical designer. The game was Vávra's vision and he wrote the original design document. Viktor's job was to lead a team of scripters and put Vávra's ideas into code. He had creative freedom in some parts like the combat system. I think Vávra just said make it immersive, authentic to the period and easy to control on both gamepad and m&k.