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Lessons Learned
Martin Sabo-Balog:
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 different2. 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:
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:
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