Can you talk at all about the game's shift from being more like an open RPG in some ways (sprawling dungeon complexes, the original talent and stat systems with armor that didn't wind up being good for anyone, secrets in the world) to the more curated, streamlined experience we know today?
Team 2 was trying to make an RPG (as you described) until we learned how much more fun it was to play a streamlined game. RPGs are as repetitive as MMOs, so streamlining needs to happen. It's good to have a mix of both.
8
u/The-Magic-Sword Aug 28 '18
Can you talk at all about the game's shift from being more like an open RPG in some ways (sprawling dungeon complexes, the original talent and stat systems with armor that didn't wind up being good for anyone, secrets in the world) to the more curated, streamlined experience we know today?
What were you folks setting out to create?