Diggfinger
Arcane
EDIT2
- Thanks for your contributions, especially epeli Infinitron Daedalos and cherry blossom
- Below the list of questions Ill be sending to Styg
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Hey Codexers!
Having just spent a few days in Belgrade, I got inspired to reach out to Stygian Software for an interview to celebrate the forthcoming release of Expeditions. Actually, Styg even OKd me to visit their offices but unfortunately timewise it didn't work out.
Anyway, below are the questions Ive drafted so far and Im looking for 5-7 addition ones. Only high quality questions, keep your joke-bullshit to your deaf grandma.
Also, Styg said to not ask about future dev plans, as those will be addressed after the release.
List of questions
Q1
Underrail: Expeditions will be released on July 22nd. Which features of the expansion are you most excited about?
Q2
The original development schedule for Expeditions was around 6 months, with the game being slated for an 2017 release. What made you decide to extend development - was it an ongoing process of adding elements, or had you underestimated the time it would take to realize your original ideas?
Q3
How big is Expeditions compared to the base game? How many areas/feats/weapons were added?
Q4
Which specific books, movies etc. inspired the look and feel of Expeditions? Waterworld comes to mind is a likely reference.
Q5
Is there anything in the expansion (content or systems) that's meant to address complaints people had about the base game, such as walking-speed and lack of fast-travel.
Q6
Are there any major changes to quest-design in Expeditions? I.e. will there be more choice and consequence, or will the game generally be more combat-focused?
Q7
Will the lore of the new factions tie into the main quest-line and/or characters in any way or is it a completely separate part of the Underrail universe?
Q8
What made you chose a mid-game instead of end-game expansion? How hard was it to balance it with the main content, I.e. not ending up with over-powered characters for the ending of the base game.
Q9
Which level do you expect players to be when accessing the new content? What have you changed in terms of balancing character-builds - are there many fundamental changes or was the base-game left untouched?
Q10
Which, if any, inspiration from real-life events did you use when creating the world of Underrail? Being from Serbia, how much would you say your background influenced the look and feel of the game? E.g. naming the Institute of Tchort etc.
Q11
When can we expect new announcements on the future of the Underrail franchise?
Q12
Which other games have you and the team been enjoying these past years?
- Thanks for your contributions, especially epeli Infinitron Daedalos and cherry blossom
- Below the list of questions Ill be sending to Styg
---------------------------------------------------------------------
Hey Codexers!
Having just spent a few days in Belgrade, I got inspired to reach out to Stygian Software for an interview to celebrate the forthcoming release of Expeditions. Actually, Styg even OKd me to visit their offices but unfortunately timewise it didn't work out.
Anyway, below are the questions Ive drafted so far and Im looking for 5-7 addition ones. Only high quality questions, keep your joke-bullshit to your deaf grandma.
Also, Styg said to not ask about future dev plans, as those will be addressed after the release.
List of questions
Q1
Underrail: Expeditions will be released on July 22nd. Which features of the expansion are you most excited about?
Q2
The original development schedule for Expeditions was around 6 months, with the game being slated for an 2017 release. What made you decide to extend development - was it an ongoing process of adding elements, or had you underestimated the time it would take to realize your original ideas?
Q3
How big is Expeditions compared to the base game? How many areas/feats/weapons were added?
Q4
Which specific books, movies etc. inspired the look and feel of Expeditions? Waterworld comes to mind is a likely reference.
Q5
Is there anything in the expansion (content or systems) that's meant to address complaints people had about the base game, such as walking-speed and lack of fast-travel.
Q6
Are there any major changes to quest-design in Expeditions? I.e. will there be more choice and consequence, or will the game generally be more combat-focused?
Q7
Will the lore of the new factions tie into the main quest-line and/or characters in any way or is it a completely separate part of the Underrail universe?
Q8
What made you chose a mid-game instead of end-game expansion? How hard was it to balance it with the main content, I.e. not ending up with over-powered characters for the ending of the base game.
Q9
Which level do you expect players to be when accessing the new content? What have you changed in terms of balancing character-builds - are there many fundamental changes or was the base-game left untouched?
Q10
Which, if any, inspiration from real-life events did you use when creating the world of Underrail? Being from Serbia, how much would you say your background influenced the look and feel of the game? E.g. naming the Institute of Tchort etc.
Q11
When can we expect new announcements on the future of the Underrail franchise?
Q12
Which other games have you and the team been enjoying these past years?
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