Runic Games Interview
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Question 2 - What (mistakes) have you learned from Mythos?
(Sol Invictus Hellforge)
Since Mythos was originally envisioned as a very small and simple game, it didn't have a lot of preproduction planning. As a result, a lot of stuff ended up getting jammed into it that didn't fit very well, and the art style was a bit unoriginal. This time around we're doing a lot more planning, and the artists have had the time they need to actually come up with a style, and the visuals will have a lot more personality as a result.
Also, when making randomized dungeons, it's important to strike a balance between enough randomness to make every experience fresh, and enough intentionally staged set pieces to make the dungeons real and meaningful. I think in Mythos we went a bit too far towards the random end of the spectrum, and as a result all the dungeons felt really similar.