Meta:Two Worlds Interview for Rivalrybg

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This Q&A was posted to the website rivalrybg.com by unknown on an unknown date, January 2006.[1]

Questions and Answers[edit | edit source]

Two Worlds Interview
For: rivalrybg.com
Reality Pump Studios, January 2006
Miroslaw Dymek, Technical Director


Rivalry: Introduce yourself to The Rivalry readers.

Miroslaw Dymek: Reality Pump is an established game developer, best known for award winning Earth 21x0 RTS games. Our team releases quality games for more than 10 years and is quite famous especially in the European and North American market. My job as technical director is supervising the development and designing the games.


Rivalry: Tell us something more about the game. Could you reveal something more about the story?

Miroslaw Dymek: A seasoned bounty hunter escorts his sister through dangerous mountains. The hero’s friends accompany him in the journey. They travel fast and safe. When they decide to stop for a night in the dwarven mining settlement, none of them expect any trouble. Usually bustling with busy dwarves, the settlement looks silent and calm, but the weary travellers do not pay much attention. Besides, they are not the nervous types, but tough fighters and respected mercenaries. Only one of them will leave the settlement alive... Surprise is the crucial part of the story in Two Worlds, so it will be unfair to reveal what happens next. In the situation when the first major twist happens within 20 minutes after you start the game, you may only expect serious dose of emotions and excitement. There is enough intrigue, plotting forces, mysteries, heroism, betrayal and sacrifice to keep you interested to the end of the story. It is also worth saying that the story is quite serious and forces the Player to take responsibility for their actions. It may be a kind of new experience for many people.


Rivalry: How big the game world will be? How long the solo campaign will be?

Miroslaw Dymek: Two Worlds features a big, detailed and living world, but more importantly, the world, which is very focused and intensive. Intensity probably best describes the impression you get from the game. Every location has been carefully sculpted to couple the feeling of freedom with the experience of taking part in exciting and thickly packed journey. As you travel the world, you discover hidden places, ruins caves and dungeons, some of them optional, some related to main quests. The options for additional exploration are numerous and always rewarding, but even if you focus only on the main story you will need many hours to finish the game. What makes Two Worlds unique is the relevance of the side-quests to the main story. Any effort made into the non-obligatory missions yields interesting information that cast new light onto the core events, brings valuable resources and generally makes things easier. Therefore it is really hard to estimate the actual number of play. It depends too much on the individual style of playing.


Rivalry: Will there be alternative ways of finishing the game?

Miroslaw Dymek: Yes, there will be an alternative ending, but interesting choices happen during entire game. We pay special attention to the emotional aspects of decisions you make in play. Every chapter in the game has its own individual theme or conflict. You pursue the main goal during play, but whatever you do relates also to those themes and leads you to the point where serious decisions must be made. Serious, in the case of Two Worlds, means not treated as unimportant interludes. Will you help somebody, who entrusted in you or doom him in exchange for nontrivial profits and respect of a very important faction? Many games offered similar dilemmas, but few tried to make them emotionally engaging. We put huge effort in developing the true emotional situation before the choice occurs, hoping you will remember them long after the game is finished.


Rivalry: Could you tell us more about the role system? Will you command only 1 character or a group of characters?

Miroslaw Dymek: In Two Worlds we tell the story of strong, passionate and relentless character, somebody who will be remembered and cared for. Therefore there is only one controlled character and many interesting NPCs to meet and interact with. Main NPCs have been carefully developed; they have psychological depth, individual goals and problems. Our idea is to show the personality of the hero in the interaction with other people, when there is a clash of goals, morality etc. It is in the hands of the Player to make friends or foes out of them. The satisfaction from anything you do in the game is much higher when your character gains respect from a charismatic and powerful NPC, or defeat an enemy who was somebody important and recognized.


Rivalry: Will you emphasize on the role-play (more dialogues, quests that don’t involve killing, more secrets to be discovered, etc) or on the fighting part?

Miroslaw Dymek: Combat is the most important part of Two Worlds, but it does not mean we neglect story in any part. Quite opposite! It is the story that legitimizes combat as the main way of resolving problems. What else would be more natural for a warrior


References[edit | edit source]