Drakensang: The River of Time - Interview @ DSA-Drakensang

Gorath

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This one is already a month old, but nevertheless still very interesting. The fan site DSA-Drakensang.de sat down for a long interview session with Radon Labs' creative director Bernd Beyreuther at the GamesCom in Cologne. The resulting article was split into 3 parts (one, two, three). Here's a quick and dirty translation of two of Bernd's answers regarding Drakensang: The River of Time:
DSA-Drakensang.de: How long will the game be?
Bernd Beyreuther: Well, in the first game we had 80 hours. We were quite surprised about this because it only became clear when we had merged all components together and focus tests were made. Then we thought. "Oh my god, the game's 80 hours long!". We'll try to have the content - which is ca. 150% of that in the first game - told in roughly 40 hours. We want to make everything more compact, we want to reduce walking distances. There are for example jump points within the levels. If you've unlocked a merchant for example, you can don't have to run all the way back. You can easily jump to his location. Of course you can, you don't have to.
DSA-Drakensang.de: How do you want to make this work?

Bernd Beyreuther: [Detailed explanation cut.]
Of course course this reduction to 40 hours is no reduction in content. We want to take out the artificially stretched parts and the uninteresting parts. [Bernd used the German words "Längen" and "Durchhänger". Unfortunately my dictionary doesn't know an exact translation.] The story however shall be told in a tighter and more gripping way.
These 150% content also lead to more replay value. For example different training quests and different branches. Much more than in the first part. We simply want to create a different flow of events depending on how you play and which decisions you make.
More information.
 
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It seems that it's going to be very much like the first one. No day and night cycle still.
 
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Yes, a live sim is not part of their concept. Which is okay for me.
 
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It seems that it's going to be very much like the first one. No day and night cycle still.

I'm not really sure why you think day and night is that important. This is not an RPG but a strategy game with RPG elements.
 
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I'm not really sure why you think day and night is that important. This is not an RPG but a strategy game with RPG elements.

Drakensang is no more strategy game than Neverwinter Nights or Baldur's Gate!

The day and night cycle has been there since Ultima IV I guess (for 25 years soon).
 
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Drakensang is no more strategy game than Neverwinter Nights or Baldur's Gate!

The day and night cycle has been there since Ultima IV I guess (for 25 years soon).

Oh wait, my bad, was thinking of King's Bounty
 
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Unless there's some major character mechanic with day/night I'm not aware of I'd rather it not be included in the game (sneaking doesn't count). Day/Night cycles are a pain, NPCs on schedules, quests only completable during certain times, especially if you can't advance the time easily or there's some penalty for doing so.

More realistic, absolutely. More fun? Rarely imo.
 
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Ya, no biggie on the day night cycle, in fact, hadn't even considered it and I've played through the game twice (ty for pointing that out though).
 
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It is a bit of an immersion-breaker. And, conversely, it can be a really cool addition to the atmosphere of a game when executed properly. As an example, the sunset and sunrise in Spellforce 2 were flat out gorgeous, if a little too fast. In addition, it offers an opportunity for some great game play change-ups.

Having said that, definitely not a deal breaker by any stretch…
 
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Night will be handled very much like in Drakensang, I guess.
 
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