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Warhorse's Daniel Vávra on Overkill Design
Editorial - posted by Zed on Mon 6 August 2012, 14:55:32Tags: Dan Vávra; Kingdom Come: Deliverance; Warhorse Studios
Daniel Vávra, Creative Director at Warhorse Studios, wrote a blog entry called Overkill Design.
It starts off like this:
Without discontent, there is no progress. If everyone were reconciled with how things work, they would have no motivation to improve them and create something new. Therefore, every poorly executed thing carries a germ of an idea how to do it differently, more logically and better – a challenge, inspiration and interesting puzzle to solve.
Most games can be criticized easily. They’re very poorly thought out and with many of them it’s easy to think of ways to improve their playing mechanics or level design. A paradise for a discontented troll like me. Or is it the naïve view of an arrogant simpleton, who has no idea why things are the way they are and who is going to burn his fingers badly when he tries to design them differently? Are game designers stupid and don’t know how to do things differently or cannot do things better, because it would be too expensive or demanding on the hardware?
He then goes on and talks about game design tropes and clichés, among other things. In case you forgot, Dan Vávra is one of the dudes behind Mafia 1 & 2, who decided it would be cool to make an open world RPG packed with detail. There's no news on the game yet.
Click here for the blog.