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Interview Interview with Julian Gollop about Chaos Reborn/Julian's Development Philosophy

Whisky

The Solution
Joined
Feb 22, 2012
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Location
Banjoville, British Columbia
Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
Tags: Chaos Reborn; Kickstarter; Tacticular Cancer Interview



Tacticular Cancer and FerrousPilot, known locally on the Codex as Duckard, both had interviews lined up with Julian Gollop, ours focused on his Kickstarter for Chaos Reborn and his, a Skype interview, based on his general design philosophy. So, we decided to pool our resources and make one large interview.

You can see the video above for the audio interview, along with footage of FerrousPilot/Duckard playing the current build of Chaos Reborn with Julian Gollop.

What do you think is the most important thing you've learned as a game designer?


The most important thing I've learned is that you've got to try and stay true to your vision, of what you're trying to do and create, but you need to be prepared to be flexible, because when you create something, you gotta test it, you gotta expose it to people, you gotta get feedback. You can't be precious about your creation, you have got to let it hang out there and this can improve what you do enormously; and perhaps the second thing that's related to that is that you really have to try to prototype your game as soon as possible and try to get the core gameplay in it and testable, you basically need to find the fun very quickly so you can't really afford to go too far and have to make big game design changes at the later stages of development.




Read the full article: Interview with Julian Gollop about Chaos Reborn/Julian's Development Philosophy
 

tuluse

Arcane
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Jul 20, 2008
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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
A lot covered in this interview, I like it. I just don't have anything to add :(

I guess I am apprehensive about some of the multiplayer features.
 

Whisky

The Solution
Joined
Feb 22, 2012
Messages
8,555
Location
Banjoville, British Columbia
Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
A lot covered in this interview, I like it. I just don't have anything to add :(

I guess I am apprehensive about some of the multiplayer features.

Yeah, I can understand, we've all seen games focus on multiplayer and deliver poorly on singleplayer. Multiplayer was a big part of the original game though and the state of multiplayer games has changed immensely since the ZX Spectrum, so at the same time, I can understand the focus on it.
 

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