Legend of Grimrock II Scrapped Game Designs Blog and First Screenshot
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Another concept which we tried to make work really hard was travelling in many locations around the Northern Realms, the world of Grimrock. We were initially really excited about this idea, and we made a prototype of the world map, with towns, villages and adventuring locations. There would have been a storyline that ties the main locations together much like the main quest in many RPGs.
In the prototype, the party could travel between the map nodes and choose where to go next. Towns and other encounters were menu based (resource management nodes) and adventuring locations were dungeons with puzzles and monsters. We were so happy about this design that we were about to write a lengthy blog post about it, when doubts began to haunt our heads.
Here's a snippet of this unreleased blog post:
(One of the themes in Grimrock 2 will be travelling. We would like to explore the outside world that we hinted in the first game. Travelling vast distances in the world would of course not work tile by tile (btw. tile-based movement is definitely a keeper feature), so Grimrock 2 will have multiple locations and a greater variety of environments. Multiple locations will hopefully improve the pacing of the game (a breather after completing an area), give immediate subgoals for the player (complete the current locale), and more choices (where to travel next).
However, one thing that Grimrock 2 will not be is a massive modern RPG. There won't be zillions of NPCs doing their business and endless wastes of wilderness to travel in. Grimrock 2 will be a different kind of experience with an oldschool heart. We want to keep the core gameplay still tightly centered around the party, tricky puzzles, scary monsters and exploration. Our goal is to make sure that anybody who played the first Grimrock, should be instantly at home with the new game.)
We really wanted this idea to work. The final paragraph of the unreleased post gives some hints about the problem with this design: (tightly centered around the party), (focus on exploration), (instantly familiar with the new game). The problem with this design is the lack of focus. We believe that the charm of Grimrock is compactness, tight focus and emphasis on fun core gameplay. In Grimrock 1, the environment, the dungeon itself has personality and the quest was personal to the characters. Having multiple locations with different atmospheres and multiple linked goals would take some of that charm away.
A game of this sort could surely be made, but, again, it would not be a Grimrock game.
The team has also published the first screenshot for the game which shows that, while the design I quoted might have indeed been scrapped, the game will feature outdoor locales.