00:00Wir haben wahrscheinlich 20% oder 25% von neuen SideQuest-Kontent.
00:15Und wir haben auch die Original-Quest mit neuen Optionen.
00:20Das Spiel ist viel größer.
00:30Das Spiel ist viel größer.
00:38Wenn wir uns nicht mehr anschauen, dann sind wir die Situation.
00:50Das ist eine Situation, die wir in der Lage sind.
00:53Wir wussten, die wir nicht mehr in der Lage sind.
00:58Wir wissen, dass die Geschichte von Fans liebt.
01:02Aber sie wissen auch, dass sie Teil der Geschichte nicht so gut sind.
01:07All die Essenzen in den Teilen sind memorabel.
01:09Wir versuchen auch die Blut-Hole zu verbessern,
01:13die Teilen, in denen die Leute aus dem originalen Spiel nicht genug haben, um es zu Ende zu haben.
01:19Glücklich hatten wir Matthias, die Teil des originalen Gothi Games war,
01:23die in diesen Extraset von Experienzen und Kennenzen mit dem Trographic-Series gebracht haben.
01:29Als ich die Chance habe, zu arbeiten,
01:32waren natürlich viele Dinge, die ich zu ändern wollte.
01:37Es gibt einige Fehler, besonders in der Schrift,
01:40wie die 12-13 Firmage-Serie-Serie-Serie.
01:43Ich war sehr glücklich, weil es nicht oft in Leben gibt, dass man eine zweite Chance bekommen hat.
01:47Wir hatten alle bestimmte Angen, was wir wollen, was wir wollen, was wir wollen, was wir wollen.
01:53Das ist was wir wollen, was wir wollen, was wir wollen weiterentwickeln.
01:57Es ist nicht so, wie eine Version, das ist wie,
02:00okay, das ist meine perfekte Version von Gothi.
02:03Durch diesen Diskussions-Prozess,
02:05wir haben uns auch versucht, uns zu kommen, mit even besseren Ideen zu finden,
02:09zu finden Probleme mit Lösungen, die, in der Anfang, so gut zu machen waren.
02:13Wir haben wahrscheinlich 20% oder 25% von neuen Side-Quest-Kontent,
02:21und wir haben auch die Original-Quest-Kontent mit neuen Optionen gegründet.
02:26Also, ja, bei der Narrative, das Spiel ist viel größer.
02:30Die Orks-Kontenten
02:43Als wir unsere Orks haben wir versucht, den Balance zu finden in dieser Stereotypischen Kreatur, mit einer grünen Haut,
02:51und das man in vielen Bereichen kann, zu erkennen, zu einer mehr groundeden und unglaublichen Version.
02:57Wenn wir über Orks sprechen, müssen wir über die große Bildung denken.
03:01Die Orks, in Gothic 3, sind eine soziale Gesellschaft.
03:05Aber die Orks, die wir in Gothic 1 haben, sind einfach eine Waffe.
03:09Die Orks, in der Valle des Mines, und in der Island des Karinis, servieren eine sehr bestimmte Perspektive.
03:16Es gibt eine bestimmte Population von Orks, die hier involviert sind.
03:21Und vielleicht sogar die Existenz des Menschen.
03:25Aber das ist etwas, das wir nicht wollen, weil es eine sehr philosophische Frage ist.
03:31Es gibt diese Templars und Schamans, die das zu tun haben.
03:36Aber was sind die anderen?
03:38Also, das Ziel der Orks, in der Valle des Mines, ist wirklich, um sie zu schützen und zu schützen,
03:45um die Menschen zu schützen, die die die Orks sind, die die die Orks sind.
03:50Wie eine zivilisierte Stadt oder sogar eine Stadt ist, ist wirklich, wie eine Outpost.
03:55Das ist hier nur, um sie zu schützen und um eine bestimmte Perspektive zu schützen.
03:59Sie sind nicht hier, um hier zu leben, um hier zu spenden und um eine Zivilisation zu schützen.
04:04Sie sind hier verraten.
04:05Aber diese Idee, um eine Brute-Ware-Force zu schützen, ist etwas, was in allen Designen ist.
04:12Vielleicht von den Schamans, oder sogar die Armors, mit diesen Spiky-Metals.
04:16Ich meine, diese Leute sind da.
04:18Sie haben da keine Ressourcen, fast keine Ressourcen.
04:21Sie sollten das, was sie können, um sie zu leben, um die Mission zu leben.
04:25Aber in Bezug auf den großen Bildern,
04:28sie sind nicht die größte Teil der Ork-Society.
04:32Wir wollten uns ein bisschen weitergehen,
04:34und so haben wir entschieden, um eine eigene Sprache für die Orks zu entwickeln.
04:38Die Ork-A-K-A-K-A-K-A-K-A-K-A.
04:43Hallo, alle.
04:45Mein Name ist David.
04:46Ich habe die Ork-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K.
04:50Die Ork-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A-K-A
05:20in a language is the aesthetics, the look and feel that starts with the sound inventory,
05:25the vowels and consonants and the phonotactics, that means how our syllables and those words
05:30put together. So the challenge when creating a language for me is largely in accepting
05:37that my creation will never even come close to the true complexity of a natural language.
05:43You know, natural languages, they're amazingly complex. They have hundreds of thousands of
05:48words and so many layers of grammatical subtleties. You just can't replicate that. You're not getting
05:56close to that no matter what you do. The Orcish language was my nightmare. I can't roll my R's,
06:03so I'd have to figure out a way to kind of make the Orcish language work for myself through practice
06:08and hearing it over and over again and try to do this best to jump as I could to kind of repeat
06:13what was being, how it was spoken. But yeah, without being able to roll your R's, it made
06:18it difficult. There's no twist about it. As for the grammar, that kind of was inspired
06:23by East Asian languages, Chinese, Thai, Vietnamese. The reason I did that was because in those
06:30languages words rarely change shape. That means that you don't have stuff you take for granted
06:36in many European languages. Like you don't have articles or grammatical agenda or tense or even
06:43plurals. And what this does is you keep the words very short, one or two syllables, very
06:50rarely three. It fits the whole structure quite well. So you're creating a language for a purpose.
06:56It might just be the purpose of your own entertainment, but it might, as it is, to provide a bit of world
07:02building to, to help with the immersion.
07:09And our plan is to have more space in the end of the game, give the player more opportunities
07:14to do different things. And I think it's a, it's a good solution because what we are doing
07:19is not changing the game. We are going not in a long direction, we are going in a wide direction.
07:23We are trying to give the player more options to do more quests. Of course, trying to give all
07:29the characters their moment to shine. Like, okay, there are a lot of characters that people love.
07:34So our focus is more something like this. Like we are going to expand the game and use the
07:40characters that exist to close the blood holes that the game could have.
07:45You are thrown to the world. You have three different camps with different quests, different
07:50characters. You can choose what you want to do. And you find different ways to play the game.
07:56And in the final chapters, this is almost, almost a straight line. But this is something that
08:03we are working on. So the game has always a different choice or a different path to be taken.
08:12I think, I feel like the, the old camp was something that was always felt very organic and natural.
08:18And there's also different solutions. Within these different solutions, there's obviously
08:23some things that also kind of like felt a little empty. So we tried to lean in on that.
08:28But it's, it's very much the same. With like new camp, there were certain things that were touched on
08:35in the narrative, but were not shown or experienced to the player. So we tried to add one particular element in there.
08:43I don't want to spoil it because you should experience it yourself. And then in the, in the swamp camp,
08:49this is the most difficult one, I think, with regards to the, the joint camp quest.
08:54I feel like in general, it was all right. It was just the framing wasn't, some issues with it.
08:59But it's like, it's very similar than the original.
09:04For a lot of quests, you have different paths to complete the, to complete the quest.
09:09And the result of the, of the quest will change the world somehow.
09:14People will try to, to go directly to the original result of the quest.
09:20Maybe now you have to talk to a new NPC, then pay money to another one.
09:24So receive, you receive the, the answer of the quest. So yeah, we have added a lot of new variations to the original quest.
09:31When I started working for the remake, Kai called me and he asked me if I still can write the way the NPCs talk.
09:40And I said to him, I'm not writing the way they talk. They talk like I talk.
09:46I think that's, that's one of the points. It's all writers from the, from the Gothic games come from pen and paper.
09:53Not trying to create some medieval realistic tone. We talk like, like we talk when we play pen and paper.
10:00We talk like, we talk when we are sitting together on a pub.
10:03And I think that's, that's one of the points which makes Gothic so original and also gave it this legendary status.
10:13Well, the, the daily routines and the world in Gothic were really good.
10:17It's difficult to improve that. For example, we added the, uh, carry objects, reaction to the weather.
10:23We also add something that we call like dynamic events.
10:26For example, Valparves, when he's in the middle of the old camp and start preaching to, trying to recruit people for this one camp.
10:33If a digger listen, Valparves talking, they start doing the, the current task and they go to listen Valparves.
10:41So that's something that we now for the remake, uh, wanted to make even better.
10:47To have more reactions to more situations, even deeper feeling of being in a living world.
10:54Of being part of the camp where NPCs interact, not only waiting for the player, but interacting with each other.
11:03What we are aiming is how the, the world changes and how the NPCs in the world are witness of the changes.
11:11So we are aiming to have this kind of behaviors. Like it's not something very scripted. It's something that will happen.
11:18The world is alive. So you can be part of the world walking through the other NPCs and, uh, heard how they speak about the news, your behavior, uh, what they expect from the colony and things like that.
11:31And for me, it's something very, very, very Gothic. Like you are able to do so many things that you think is difficult because you try to do silly things from the beginning, like five versus more powerful people or things like that.
11:44Our idea is to face the game as a, as it is and keep that. But our idea is to focus, uh, for a difficulty for the game and also bring the players the opportunity to change a little bit the difficulty.
11:55They want a bigger challenge that we have a lot of ideas for this.
11:59We have few moments in the story where something big happens like the sleeper invocation and we reflect now that's in the world.
12:09The environment change, uh, daily routines for, for NPCs change. In the final game, you didn't feel that something happened. You, something big has happened and everyone is acting like in the chapter one.
12:21And now they have new routines and new options that reflect that change in the game.
12:27Main story is still the same. So I would say like, this is canon. And of course there's deviations. I really wanted that, that we do this in the, in the way that like has the highest chance that Gothic fans will actually accept it.
12:40And we'll feel like, oh, they really thought about this, this and that. It kind of makes sense.
12:46main story is still the same.
12:47main story is still the same.
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