![]() ![]() That’s a very foreign mindset for a lot of people who equate balance with progression, immediate moment-to-moment progression. For whatever reason you’re not getting the rolls you want. ![]() You should get in the dungeon and realize you’re outmatched. You shouldn’t have an expectation of being able to finish a quest. We’re not asking you to build one party and get attached to them. It takes a left when a lot of RPGs take a right, at the very start of the road. In having that strong vision, we ended up making it appeal to more people than we ever thought.īourassa: Yeah, that’s a great way to say it. But we never really set out to make the game for everyone. Even in times where you’re going to get feedback that’s like, are you sure you want to do that? You’re going to be alienating a lot of players. But I think-that’s something we’ve been able to do really well, is hold true to that vision. We set out to make you feel like there’s a cost. Why are you penalizing for this? Why can’t I save or bring the hero back? That’s not what we set out to do. Because there’s lots of pressures during development, and certainly even now, to make the game easier across the board. Sigman: I think you have to remember what you set out to do. ![]() How different is the mindset that you have to be in, as a developer, to do this? That’s completely the opposite with your game. The one thing I noticed is that, almost universally, systems are geared toward not holding the player back but toward encouraging player success. GamesBeat: I’ve been playing RPGs since the early 1980s. ![]()
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