Gamasutra: The Art & Business of Making Gamesspacer
A Journey Into The Dark
View All     RSS
June 17, 2018
arrowPress Releases
June 17, 2018
Games Press
View All     RSS
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

A Journey Into The Dark


September 30, 2011 Article Start Previous Page 3 of 3
 

So it sounds like this game puts more emphasis into the actual world than Demon's Souls.

KH: Yes, definitely. The world itself is physically a lot bigger, and the background story, and the background to the game itself is a lot more in depth; it's just something we really wanted to elaborate on. And, so, again, it's a result of being the type of game that we wanted to make.

I think that the bigger the world, the more isolated you're going to feel. I'm assuming, though, the online will address that, right?

KH: So definitely, yes. The interaction between other players on the online space is something very important. We've also added a lot more NPC characters as well for interaction for the player.

One thing that Mark Cerny has said is that the way this series is passively online-aware is going to be the standard for games in the future. Do you have any thoughts on its online connection?

KH: I do agree that this is a pretty unique system. We were actively trying to create an online experience that hadn't really been done before; we thought it'd be fun to take the interactive online experience and make it more accessible for players.

That's what I think is the most fun thing about this -- the fact that you can communicate with other players worldwide without requiring actual language. I think that's how things are going to go, and I think that's a good thing because it results in a more fun experience for everyone. It's definitely great that people are saying that about it, too.

Showing this game around and speaking to lots of people in the U.S. and Europe, did that also teach you a lot about how the global market works?

KH: It certainly did, and really there's still a lot I don't get! I wish I could understand more, but either way this has been a great step up for me, a new opportunity. I do feel like I know more about games now and that we've made a pretty big leap into the overseas market. It's been a fresh experience, and I hope I can do more.

Do you think what you've experienced will change how you approach your job as producer in the future?

KH: Well, I think it'd be great if I could help create a title that's built from the ground up to aim for the worldwide market. I now have this experience working with a game that people around the world are getting hands-on with, that's capable of competing worldwide. I'd like to see if I can do that with some sort of original content; that'll probably be the next step.

Would you personally want to continue working on projects like this that target a hardcore audience?

KH: Not necessarily just the hardcore audience; more like something that people worldwide are willing to accept and enjoy. I think that sort of thing would be great. I think I know the hardcore market at this point, and I'd like to explore the possibilities with a more casual audience -- a larger group of gamers, in other words.


Article Start Previous Page 3 of 3

Related Jobs

Digital Extremes
Digital Extremes — London, Ontario, Canada
[06.17.18]

Concept Artist
Digital Extremes
Digital Extremes — London, Ontario, Canada
[06.17.18]

Level Designer
Deep Silver Volition
Deep Silver Volition — Champaign, Illinois, United States
[06.15.18]

Senior System Designer
Armature Studio
Armature Studio — AUSTIN, Texas, United States
[06.15.18]

SENIOR GAMEPLAY PROGRAMMER





Loading Comments

loader image