““We were finally at a state in the project where we could play through the whole [game]. And it became very clear that we were missing the large final location that was going to tie the story together and have a satisfying action-filled payoff,” Shen said. “I was both implementing the main quest and leading the quest design team, so I had absolutely no time. The entire quest design team was already overbooked.””

The quest design team being overbooked and not having time certainly explains a lot.

  • @[email protected]
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    378 months ago

    That’s, oddly, a common feature of modern production. Narrative still plays second fiddle to mechanics.

    Which, in this case is doubly weird since the mechanics have existed since the age of Skyrim.

    • @[email protected]
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      78 months ago

      That argument makes sense for games with enjoyable mechanics. You can’t make an incredibly dull game and then use that excuse.