I sat down with the publisherís creative manager for the core games division, Daniel McGuffey, to learn more about the intentions and development attitudes behind this latest title, and where THQ may take the series further.
SPOnG: You guys are adding a few RPG-style elements into Darksiders II, key of these being the numbers that appear when you attack an enemy. I just wanted to get your opinion of the role of the traditional RPGs in todayís market? Do you think that action RPGs are the way to go now?
Daniel McGuffey: Well, just speaking about Darksiders and not to the industry as a whole - itís hard to pinpoint where other developers have tried to go - whatís important for us is that we provide a real experience of progression. That the player is something much more powerful after ten hours of gaming investment. One of the ways you can show that is from some of the RPG elements in the game.
You mentioned the numbers that are being dealt in combat - youíre seeing those numbers grow exponentially throughout your gameplay experience, and getting immediate feedback. You know that the weapon you just equipped does greater damage because youíre seeing more numbers. Youíre seeing more of an effect on the world around you. That kind of thing is important to the player.
Being able to get that immediate feedback - that something youíre doing has an effect on the game world - is almost universal. I donít know many people who donít like to get feedback from the game theyíre playing that theyíre doing good, and that their effect is being noticed.
SPOnG: Speaking of feedback, what kind of things did you look at from the original Darksiders to try and improve upon for this sequel? Did you react much to fan feedback from the first game?
Daniel McGuffey: The studio already had a lot of features in mind to implement into Darksiders II from ideas left behind in the originalís development. That was Vigilís first game, and... you know, thereís always this grand epic vision. The Ďletís go here, do this and make thatí attitude. Then you have to rein things in and say Ďalright, letís get this right first and we can iterate or expand in the sequel.í So you always have to be a little conservative the first time around.
Read More Like This
Preview The Last of Us