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Blackguards 2 first battle
Blackguards 2 first battle











blackguards 2 first battle

So we will keep an eye on this as well.​Ĭould you talk a bit about the inspirations behind the first game, and how they have changed (if they have) for the sequel? One of our reviewers compared Blackguards to "a European version of Final Fantasy Tactics" - to what extent was that one of your inspirations, and to what extent do you intend to keep your inspirations the same for Blackguards 2?

blackguards 2 first battle

But to present this within the game in a way everyone will notice is a whole different story. To give players a whole bunch of options is a nice idea and they will get some more of them in Blackguards 2. One lesson we learned is that freedom has its price.

blackguards 2 first battle

The story supports the combat scenarios, not the other way around.īlackguards 2 will focus even more on tactics and this time even more on strategy. I'd sure like to work on a game like Skyrim sometime in the future, but Blackguards, as it is, works differently. The focus on tactical combat was an early design decision, and I still think it's a good one. To improve this in Blackguards 2, we are not going to sacrifice the complexity of the combat system, but we will clean up the whole character sheet and leveling, so the players know exactly which XP investment results in which improvement for combat.Īnother problem was: a lot of reviewers seemed to expect more typical open world RPG elements like exploration and trading for example. Unfortunately this didn't become apparent until after Beta, probably due to the fact our Beta volunteers were mostly experienced RPG players. What we’ve noticed, for example, is that, as Blackguards is based on The Dark Eye pen and paper system, character development turned out to be unnecessarily complicated in some parts. We received feedback from Mainstream, Casual, Hardcore and Gamer Magazines, which means we got everyone's awareness with our first try in the genre.

blackguards 2 first battle

But we learn from those just as much as from the positive ones. Sure, there were a few mixed reviews as well. In general, the reception actually was really good. It was indeed a rather bold jump - but a slightly scary one as well and rather a jump into icy water than into a well tempered pool. From the developer's side of things, how do you feel about the reception that Blackguards got? What were the lessons you learned from it (aside from "damn those game journalist noobs")? Our reviewers did enjoy and praise Blackguards a lot (which isn't something that happens often with our reviewers!), but there was also some not-so-positive feedback from the mainstream press, a lot of it related, predictably, to the game's difficulty. It was a bold move to jump from adventure games into RPGs, with a tactical turn-based RPG to boot - admittedly a niche subgenre. Development time was a little more than 2,5 years, so a little longer than we are working on our adventures.​ In terms of budget, to put it simply, we reached break even and everyone is earning money. Kai Fiebig: Small profit kinda well… From the beginning we were aware of the fact that most people would say “’Daedalic’ the adventure-guys, doing an S-RPG, nice joke!” Right now, it’s selling pretty well and we are all in all happy with the results.













Blackguards 2 first battle