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Gods: Lands of Infinity Wrap Report

Three Cypron Studios team members on their amalgam of RPG and trading strategy now available in North America

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Lessons Learned

Martin Sabo-Balog: 1. The first is to find good people and make a solid team. Before, when we wanted to employ a new programmer or artist for Gods, we asked "Are you a good artist or programmer?" Now, the first question is "Do you like RPGs?"

If you are free and have the courage to forge something new, you have a pretty good chance to make a game that has its own soul. And this is the key that makes your game different
2. Be careful when you work on the development schedule. There are really a minimum of games that have not suffered delays.

3. When a deadline is coming, you have to work 12 or more hours daily, including weekends, but do not neglect your family.

Audience Response

Martin Sabo-Balog: There were times when we were starting to lose the ground due to the publishing delays. We were afraid that the game would be a bit outdated when it came out. Gamers, however, helped us to keep going by giving us lots of positive, encouraging feedback.

Frankly, the reviews we've seen in magazines have been better than our best expectations. We are really happy that the audience enjoyed our game so much, and we are grateful for every positive response.

The features that gamers praised the most were the party-based concept, the d?j? vu feeling of old-school RPGs, the music, and the tactical possibilities in the turn-based combat system. The graphics and art direction were the most controversial aspects with many people. Some liked them very much, and another group who considered them a bit old-fashioned, mostly in comparison with such giants as Oblivion. I must say that we really don't like such comparisons as we were trying to achieve something different.

Personal Thoughts

Martin Sabo-Balog: I want to say that making your own fantasy game is something really amazing! Creating new worlds, shaping continents, kingdoms, cities with original architecture, races, monsters and heroes - you feel like a god creating the world. It's great if you can put you own ideas, inventions, your own fantasy into the game, and not be dependent on the demands "from outside". If you are free and have the courage to forge something new, you have a pretty good chance to make a game that has its own soul. And this is the key that makes your game different from the numerous others, which often seem like clones one of another.

Martin Sabo-Balog

Lead Designer, Gods: Lands of Infinity

Cypron Studios

Stefan Pavelka

Chief Director, Gods: Lands of Infinity

Cypron Studios

Christopher Curdes

Cypron Studios

[Wrap Reports are intended to complement reviews by providing a post-release viewpoint that often isn't seen, the developer's. Since introducing this format in November of 2003, it has been our pleasure to publish quite a few, primarily within the RPG and online world categories, with selected action and strategy games also represented. A complete list of the previous ones may be found on the next page. - Ed.]

12:00 am PDT August 23, 2006

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