Dungeon Siege II Q&A - Final Thoughts
We catch up with executive producer Bartosz Kijanka and get his thoughts on the game now that it's all but done.
Dungeon Siege II, the sequel to 2002's hit action role-playing game, is due to ship to stores next month. When it does, it looks to build upon its predecessor with a vastly enhanced graphics engine, as well as deeper role-playing features. However, at its heart, it's very much a fast-paced, hack-and-slash action game that will task you with creating a character with which you will plow through hundreds and thousands of evil creatures in order to save the fantastical world of Aranna. With the game all but done at this point, we caught up with executive producer Bartosz Kijanka for some final thoughts on Dungeon Siege II.
GameSpot: So Dungeon Siege II is finally done. What are your thoughts at the end of development? Does this feel like the close of Dungeon Siege as a property, or are you already plotting the next chapter?
Bartosz Kijanka Naturally, I'm happy to be finished with such a major project. I feel good about the results, and I think we made a great game. The gameworld is huge and filled with interesting content. I think Dungeon Siege II is a much stronger game than Dungeon Siege, so by that measure I think Dungeon Siege II grows Dungeon Siege as a property. Yes, we are always plotting, and of course you probably already know about the major Dungeon Siege movie production in the works.
GS: If you were to take Dungeon Siege II and compare it to Dungeon Siege, what would you say are the primary differences between the two? Is there anything that you wish you could take out of Dungeon Siege II and put in the original? What were some of the design lessons that you learned along the way?
BK: Dungeon Siege II improves over Dungeon Siege in many ways. At the highest level, Dungeon Siege II offers more character development choices, a deeper story, and much more replayability than Dungeon Siege. There are many features that exist to support those high-level goals, so I won't enumerate them here. What would I take out of Dungeon Siege II and put in the original? Is that a trick question? Certainly, if we know what we know now, we would have made Dungeon Siege even better than it was--but until someone invents time travel, Dungeon Siege II is the best embodiment of our past lessons. When it comes to design, I think there will always be variable opinions on a project of this scope. I think you would be better served to ask one of our designers about this, but in my own opinion, a number of the key lessons in design on this project revolved around the design process, rather than specific features.
GS: How much gameplay do you figure is in Dungeon Siege II? We know that you can play through the campaign three times, and each subsequent time you start with the character that you ended with the previous time, meaning that the game scales up to become a tougher challenge. Is there any randomization or things that will be different on subsequent attempts?
BK: Dungeon Siege II contains a massive amount of gameplay. The exact figure is determined by your skill as a player, how much you like to venture off the main path to explore, and other factors such as how much you like to spend in the shops to maximize your characters. On average, I would expect the campaign to take 60 or more hours to play. It could take significantly longer for some who like to explore, or for those who like to replay sections. Yes, there is a substantial amount of randomization in the game, mixed in with handcrafted scenarios and boss monsters. One could spend a lotof time exploring this world, and I expect many people will.
GS: Dungeon Siege was a fast-paced, easy-to-play action role-playing game. Dungeon Siege II introduced a lot of new features, such as the new skill system and a deeper party system. How did you balance adding that complexity while still keeping the game easy to play?
BK: Balancing a large RPG is extremely challenging. We used several custom tools and countless play tests to understand gameplay quantitatively as well as qualitatively. We collected huge volumes of gameplay statistics and then invested a lot of time in interpretation and understanding how the mechanics of our features translated to the experience of "fun." We then played with the dials, so to speak, until we found a balance that felt good to just about everyone. Complexity of certain features was always on our minds through this exercise, and at times we made decisions to simplify certain features because we determined they detracted from the core experience.
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- GameSpot Score 7.9 good
Images
- Microsoft Game Studios
- Gas Powered Games
- Action Role-Playing
- Release: Aug 16, 2005 »
- ESRB: Mature
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