Runic Games Interview

A sign of life from Flagship Studios’ offspring Runic Games, as team member John Dunbar is interviewed by Runic Games Fansite. It’s about both his previous work and Runic Games’ current product, but since that product has not been announced he can’t say much about it.

Question 2 – What (mistakes) have you learned from Mythos?
(Sol Invictus Hellforge)

Since Mythos was originally envisioned as a very small and simple game, it didn’t have a lot of preproduction planning. As a result, a lot of stuff ended up getting jammed into it that didn’t fit very well, and the art style was a bit unoriginal. This time around we’re doing a lot more planning, and the artists have had the time they need to actually come up with a style, and the visuals will have a lot more personality as a result.

Also, when making randomized dungeons, it’s important to strike a balance between enough randomness to make every experience fresh, and enough intentionally staged set pieces to make the dungeons real and meaningful. I think in Mythos we went a bit too far towards the random end of the spectrum, and as a result all the dungeons felt really similar.

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