A portion of a Gamasutra interview with Vigil Games co-founders, David Adams and Joe Madureira...
GS: Do you cut more things at the idea phase, or do you put things in production, see if they work, then cut them?
DA: We cut a crapload of stuff at the idea phase. We'll prototype stuff, get halfway through and go, "Ah, that's dumb; that's not going to work," or we can't make it work. Sometimes something gets near finished and you're like, "Eh, we just don't have time to make that as good as it needs to be".
JM: I think we had a more clear idea at the start of this one what we could possibly achieve and what we couldn't; on the first game we had no idea.
DA: Yeah, the game we ended up with is probably, in Darksiders II, 80 percent of what we designed; the game we ended up with in Darksiders 1 was probably like 1 percent of what we started out with. [laughs] So our ability to predict what we can get done increased drastically with the second game.
JM: Yeah, you just have no idea. We had no rules, no nothing. But that helped us, too, because we weren't scared of stuff that maybe we should have been, and we got a lot of stuff in, actually.
Full interview here
Link
GS: Do you cut more things at the idea phase, or do you put things in production, see if they work, then cut them?
DA: We cut a crapload of stuff at the idea phase. We'll prototype stuff, get halfway through and go, "Ah, that's dumb; that's not going to work," or we can't make it work. Sometimes something gets near finished and you're like, "Eh, we just don't have time to make that as good as it needs to be".
JM: I think we had a more clear idea at the start of this one what we could possibly achieve and what we couldn't; on the first game we had no idea.
DA: Yeah, the game we ended up with is probably, in Darksiders II, 80 percent of what we designed; the game we ended up with in Darksiders 1 was probably like 1 percent of what we started out with. [laughs] So our ability to predict what we can get done increased drastically with the second game.
JM: Yeah, you just have no idea. We had no rules, no nothing. But that helped us, too, because we weren't scared of stuff that maybe we should have been, and we got a lot of stuff in, actually.
Link






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