00:00Untertitelung des ZDF, 2020
00:30Untertitelung des ZDF, 2020
01:00Untertitelung des ZDF, 2020
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01:38Untertitelung des ZDF, 2020
01:40Untertitelung des ZDF, 2020
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01:44Untertitelung des ZDF, 2020
01:46Untertitelung des ZDF, 2020
01:48Untertitelung des ZDF, 2020
01:50Untertitelung des ZDF, 2020
01:52Untertitelung des ZDF, 2020
01:54Ich denke, es gab viel darüber, warum wir nicht spielen Nameless Hero?
02:01Warum haben wir diesen Nairos-Guy in da?
02:04Wir wussten von Anfang an, dass wir eine Demo machen müssen,
02:07weil die Leute nicht mehr kaufen wollen, ohne sie zu spielen.
02:12Wir haben zu Beginn gedacht, dass wir es in der alten Minden machen,
02:15weil es sehr easy zu bekommen,
02:18aber die alten Minden ist nicht so, wie die ganze Minden,
02:23von der vollen Minden,
02:25aber auch von der Perspektive, was man dort macht.
02:28Wir haben versucht,
02:30zu finden einen Charakter,
02:33der Teil der Minden ist,
02:36zu zeigen, seine Perspektive,
02:38wenn er in der Kolonie wurde.
02:40Und dann kam die Schreibung mit Nairos an,
02:43weil wir die Fokus-Stone arbeiten.
02:46Dieser Charakter,
02:48er macht nichts super wichtiges,
02:51aber er ist der Weg zum Thema Fokus-Stone.
02:55Er bringt einen anderen Blick,
02:57wie der Schreibung ist,
02:59in der Welt der Gotthik,
03:01und so ist der Swamp Camp,
03:03der die Schreibung der Schreibung.
03:05Wie kann dieser Charakter
03:07sich überzeugt,
03:09um die Schreibung zu sein?
03:11Wie ist das passiert?
03:12Wir fühlten,
03:13es ist eine sehr gute Introduktion
03:15für die Schreibung des Spiels,
03:17und auch für die Schreibung
03:18zu zeigen.
03:19Ich denke,
03:20dass es drei verschiedene
03:22Beziehungsweise
03:24die Schreibung
03:25über die Schreibung des Spiels
03:26über die Schreibung des Spiels.
03:28Der erste,
03:30wo sie nichts verhältst,
03:32sie einfach ein Trailer,
03:34der zweite und das Spiel.
03:36Das ist es.
03:37Der zweite Option ist
03:40der zweite Fortschreiten
03:41für die Schreibung des Spiels.
03:42Die Schreibung des Spiels
03:43und die Schreibung des Spiels.
03:44Die Schreibung des Spiels.
03:45Die Schreibung des Spiels.
03:47Die Schreibung des Spiels.
03:48Und wir haben den Zugang
03:49im Moment des Spiels.
03:50Wir versuchen,
03:51die Schreibung des Spiels.
03:52Die Schreibung des Spiels.
03:53Das ist ein sehr offen.
03:54Der Schreibung des Spiels.
03:56Das ist eine sehr örtliche
03:57Phäre.
03:58Ich denke,
03:59wir sind wieder im Ingenen.
04:01Wir versuchen,
04:02wir entwickeln
04:03zwischen den zwei Programen.
04:04Wir versuchen,
04:05die Bilder zu geben.
04:07So we sometimes show some assets, we show sometimes some concept arts,
04:15sometimes we give a chance to the players to choose the voice of Diego in the remake.
04:21For example, it is a case when we provided three audio samples of Diego's voice in German language
04:29and the German-speaking community could choose it.
04:33In the demo you could hear the voice of Matthias Keller, who was chosen by the community.
04:39When we did the Nairus demo, we built it specifically for events,
04:44having in mind that you play it for like 30 maximum, 60 minutes,
04:49and also players who have never seen or played Gothic should be able to have an easy introduction.
04:58And when we first showed off the Nairus Prologue, people were like,
05:04yeah, that's great, let's just show us more.
05:06And we were like, wait a minute, we have that next year playable at Gamescom anyhow,
05:10so let's not talk more about this.
05:14Then we had a playable at Gamescom and people were like,
05:17so when are you going to release it to the public?
05:19And I'm like, well, we need to work on the game, yeah, we don't have the time to do it.
05:26And it was working, but there were certain things that were like,
05:30like for example, we didn't have at Gamescom a settings menu,
05:33because we knew exactly like, yeah, you play on these systems,
05:37so there's no need to change it.
05:39But if you release it to the public, there's a spectrum of computers that should play the demo.
05:44So we thought about, okay, when would be a good timing to make it happen?
05:49And we combined it with a Steam Next Fest because that's just where a lot of demos get visibility,
05:57and we felt like it's a good moment.
05:59The community is always demanding more, they always ask for more,
06:02and I absolutely understand them because I was on their position like many years before I started working here,
06:09and I was also visiting like Discord and Steam page and there was nothing.
06:14And I was asking like, when should we expect news?
06:18When is release date and everything?
06:20Now I need to answer these questions.
06:22We did what people wanted, they wanted to play this demo,
06:26and I'm glad there was a lot of feedback.
06:28There was like 15,000 surveys filled out, which is awesome, so thanks for doing that.
06:33It's a great deal of help for us making the game even better,
06:37and we see a lot of things that like we didn't have so much on the radar.
06:41For example, like the movement in the game.
06:44Our main reference really was Red Dead Redemption 2,
06:47which is a game also that has a very slow pacing in terms of movement,
06:52and the clear feedback though was people like it more reactive,
06:56and that certain actions that are repeated over and over again should be rather quick,
07:01which means non-realistic, and that is fine.
07:04It's just like a matter of like, you want realism or you want it a little gamey,
07:09and it feels like certain mechanics there's definitely a push for getting it more gamey,
07:14and we'll definitely do that.
07:16From my perspective, we get a lot of feedback,
07:19and we are also looking for the feedback, watching a lot of videos,
07:24reading a lot about the community in Discord,
07:27and just searching all the information about that.
07:30And for us it was a good thing, like we are aware of some problems of the game,
07:35that we are working on them because the demo is how the game is,
07:38it's not a demo just cleaning it for the people.
07:41So many times they confirm things that we have in mind,
07:45or at least we have some flags about okay, this could not be the best solution,
07:50and the community many times says okay, in this case solve it or we don't want this.
07:55So for us it helps us a lot to have this feedback,
07:58and also using it for improving the game that is what we are aiming for.
08:03In the demo specifically there were certain elements that were not working out.
08:07The demo is just what it is, it's like not representative of the full game
08:12in a way that like you can just say like okay, like the full game will be exactly like that.
08:17The demo is locked at a certain time of day,
08:20so you obviously have just no visual variety,
08:24there are no weather in there, it's always sunny, right?
08:27So it's, you see one specific weather and daylight condition all the time.
08:32It's not doing justice to the full game of course,
08:35and that's what everybody has to realize also that like,
08:38of course it has like daily routines, but they are nowhere near as detailed as in the original.
08:44And of course it has some monsters, but like of course you won't see,
08:48I don't know, how monsters beyond that react.
08:52You only see very few characters,
08:55and you don't see them in a camp where they are actually living,
09:00and where they have a real daily routine.
09:03They are kind of like all in an extreme situation because they are trapped.
09:06You should get an idea of like what can happen with progression,
09:10but it was maybe a little too fast.
09:12So players might get the wrong idea of like,
09:15oh in the remake you will actually progress faster than you will do.
09:19But no, I mean the pacing is still very much the same, the power curve.
09:24And then I think another big problem of the combat in the demo was the hit zones.
09:29So like there were just clear bugs in there that like sometimes you would think like,
09:36you land a hit with the sword because the models touch each other,
09:41but it wouldn't recognize the hit.
09:43And so it gives you this awkward feeling of like, oh the combat system is bad.
09:48But yeah, it's a glitch, it's a bug, it's something we'll address and fix.
09:53I'm not saying like, hey, all is good.
09:57There are a lot of stuff that we need to improve much, much further
10:02and continue to work on until the very end.
10:05So I think that without such an incredible, passionate, active and crazy creative community,
10:14this series could, we could lost it.
10:18We could lose it.
10:19And I think that the Gothic community is the reason why we are here sitting today
10:24and recording this making of because of this feedback, because of Gothic fans' reaction.
10:30So I'm super grateful for that.
10:33And I hope we will keep doing this cooperation and work together to make Gothic even better.
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