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<위쳐3>CD Project Red, famous for <쓰론브레이커>He hit a home run again. The game, which was released on October 23, recorded a metacritical score of 85, despite the cap, which is a kind of "card game". The game <궨트> Unique game of the series, <위쳐> It was an intense story that recalls the series and has received many praise from the players.
On top of that, it's a systematic original <궨트: 더 위쳐 카드게임>(Hereinafter referred to as "Hutt") is also overcoming the surplus of users after a mbadive reorganization called "Homecoming".
Indeed <쓰론브레이커>And <궨트> How will developers evaluate this success? And what plan do you have in the future? I met the Red Project CD developers who found Jisuta.
From the left <궨트>, <쓰론브레이커>Michal Dobrowski, Senior Gameplay Designer, Pavel Burza, Community Leader,
# View the copy of the previous generation <쓰론브레이커>. <사이버펑크 2077>I also want to double
At first, I was expecting a lot from the card game side. <위쳐3>I was surprised by the large proportion of stories.
Michal: Any red game CD project does a lot of history to the story. When creating a game, the artist sets the basic parameters first, then the director and the "narrative director" decide to develop the story. Once the direction of the story is determined, the characters explain again what to do and how to implement it in the game. In this way, any game takes a lot of time. pay attention to the story.
Our goal is not to be a casual game, but to provide a story that can be deep and chewy.
<쓰론브레이커>Originally <궨트> I know it was planned as one mode. Have you followed this process anyway?
Michal: Of course. It's a game that started from the beginning and started all over again. We think quality is important because we make anything. You do not have to enter the game to develop it.
Personally <쓰론브레이커>What a surprise, <위쳐3>It's more ambiguous than good and bad division.
Michal: <위쳐> The series has always been a world of good and bad. There is a story in the original story that is "relatively less perverse". (To laugh) <위쳐> Series <쓰론브레이커>I wanted to give each user an easy choice. I wanted to experience deep stories and meaningful choices.
Pavel: <위쳐> The series has CGs, so the user judged information is less than the text-based throne breaker. So <쓰론브레이커>I remember that I was particularly concerned about the situation when I was growing up.
<쓰론브레이커>I saw that the camp "Sciaartel" was not like that. <위쳐3>This is the camp where my jung is gone.
Michal: Even if you do the same thing, it does not depend on the perspective you are considering. For someone, it would be a group of people to persecute and someone to be a terrorist group.
Pavel: <쓰론브레이커>As the story progresses in the northern realm, <위쳐> I would have felt that much more often than I had to hit the Scoattel against the series.
※ Sciaartel: <위쳐> Elves and dwarves are persecuted at the sight of the world.
In the case of the Korean version, it seems that the translation and dubbing were good and that the story has improved. It's hard to say that the Korean market is big.
Pavel: No matter what language you offer, quality is the most important. Korean translation and dubbing also proceeded from this point of view.
Seoyun Soo Korea Manager: A moment, <위쳐> The series has succeeded more than expected in Korea. As a reward, the Korean title and dubbing were made for other titles. The goal of the game is to provide, if possible, a Korean translation of all future games. At least as long as I'm responsible for Korea … (To laugh)
CD Project Red is under development <사이버펑크 2077>
<쓰론브레이커>There are many purposes, and the fate of the characters. Do you have a favorite ending or destiny?
Michal: There is a character called "Gaborge Green", who is a character that I saw for illustration. I personally prefer the surviving end of this friend. (To laugh)
Pavel: <쓰론브레이커>Those who did it will remember a good ending. Personally, I like the purposes very much.
Aside from the praise of history, there have been a lot of reactions in terms of difficulty. Especially after the middle of the difficulty of getting easier comments was a lot.
Michal: This part is in agreement. We will adjust the difficulty level by correcting in December. I learned a lot through this. I will think a lot about the future.
Perhaps <쓰론브레이커>Will there be a DLC or a series of successors?
Pavel: This has not been discussed yet.
Even with steam <쓰론브레이커>. I knew the monopoly of GOG.com and I was very surprised.
Pavel: In December, I proposed a console version and I thought there was no reason to discriminate against Steam users. In addition, after the launch on GOG.com, many users have asked me to come on another platform.
The most charming character of Michal & Gabor Gee Green & # 39;
The # treated and deeper deck is the Nymph Guard deck & # 39;
<쓰론브레이커> Under domestic <궨트>There seems to be a lot of interest for.
Michal: <궨트>Has a unique system in which a game is divided into three rounds and continues to "consume" the cards that he has. This is also an important psychological factor, for example how to give up a lap and a lap because of the second round of the third edition (thanks to the system of laps), or how to cause the bleeding of the opponent during A round. Bluff like a poker or can fight strong elements,
It's a unique strategy game that's hard to see in the past.
Pavel: For a moment, the distinctive features of the camp are clear and the ability to draw cards without a resource concept <궨트>. Please note. (To laugh)
<쓰론브레이커>And & # 39; Homecoming & # 39; updates, but thanks to this unique gameplay <궨트>There are not many users who are difficult.
Michal: We are troubled. As I said <쓰론브레이커>And SEO updates have also started in this frame. <궨트> The tutorial has become much more detailed since the update back home itself.
Pavel: In addition to these ingame feature elements, <궨트> We try to help users to adapt by adding related content on the official website. I know that the guide's video has been updated recently on the Korea website.
Changing the tutorial mode since the update 'Homecomm & # 39;
It has been almost a month since the return to home update was applied. How do users react?
Pavel: At first, there were a lot of negative opinions because there were a lot of changes. This is very strange for existing users.
But we prepared for our return home and informed the users a lot about why we had changed it. For example, the battlefield changes from 3 lines to 2 lines, which adds to the complexity of the existing 3-line system and modifies the 2-line system, adding capacity factors according to the element of scope or location of the map. Thank you very much for your continued support of this game. We are satisfied too.
It has been almost a month since I updated Homecoming. What do you think of meta-change so far?
Michal: It's the third week and there has been a fix some time ago, but is not it a bit early to say meta-change?
Pavel: Until recently, the most interesting game concerning artifacts. There was a problem about that a few days ago. In addition to that, we take a closer look at the decks that use Nepfgard's open keyword.
Michal: We made a mistake about the artifacts. Fortunately, there does not seem to be a deck that shows strong after. In the data, the faction and (bridge) archetypes have relatively equal indicators.
# I will give the money to another place. We will continue our values.
Personally <쓰론브레이커>The content of the puzzle was really fun. Perhaps <궨트> Could this unique content be added to the game?
Pavel: There is no plan yet. However, if users request it, they will review it. However, <궨트> It will not be a simple expression inside, <쓰론브레이커>It will also be a version of the quality of care. It is difficult to obtain light content (mode) in our development process. (To laugh)
Do you have plans to change the card history log? When I only showed the card that was coming out, it was hard to know what was happening when a card containing additional optional items as appeared.
Michal: Thank you intellectual. We will continue to answer.
I am curious about the future plan. First, is there an additional change related to BM? I was very surprised because there was not much money to spend even though it was a card game.
Pavel: Last year, my representative made a good speech. "I will give greed elsewhere." Creating a game for the user is the basis of the Project Red CD. In card games, payment factors can also be barriers to entry. We wanted the barriers to entry to be as low as possible. Paid models were therefore cheaper than other games. In fact <궨트>Even if you are a beginner, you can play around 30 hours to get the best metadex.
Of course, that does not mean we sell land. In our opinion, <궨트> Sales figures are also satisfactory. I will yield the financial desire to other companies. We will continue what is important to us.
Are there no mobile version plans?
Pavel: It is one of the development projects that I consider important. However, we are now focusing more on launching console releases scheduled for December.
Michal: For reference <궨트> The console version is a way to combat PC users as well as the same platform user. PC and every console between them, King fights, his friends are all fighting.
Finally <궨트>Can you inform users of the roadmap for the update?
Pavel: There are currently two preparations. One is a new camp, the other is an extension pack. Both are on the way. Please wait a lot.
<위쳐3>CD Project Red, famous for <쓰론브레이커>He still struck a home run The game, which came out on October 23, recorded a metacritical score of 85, despite the cap, which is a kind of "card game". The game <궨트> Unique game of the series, <위쳐> It was an intense story that recalls the series and has received many praise from the players.
On top of that, it's a systematic original <궨트: 더 위쳐 카드게임>(Hereinafter referred to as "Hutt") is also overcoming the surplus of users after a mbadive reorganization called "Homecoming".
Indeed <쓰론브레이커>And <궨트> How will developers evaluate this success? And what plan do you have in the future? I met the Red Project CD developers who found Jisuta.
From the left <궨트>, <쓰론브레이커>Michal Dobrowski, Senior Gameplay Designer, Pavel Burza, Community Leader,
# View the copy of the previous generation <쓰론브레이커>. <사이버펑크 2077>I also want to double
At first, I was expecting a lot from the card game side. <위쳐3>I was surprised by the large proportion of stories.
Michal: Any red game CD project does a lot of history to the story. When creating a game, the artist sets the basic parameters first, then the director and the "narrative director" decide to develop the story. Once the direction of the story is determined, the characters explain again what to do and how to implement it in the game. In this way, any game takes a lot of time. pay attention to the story.
Our goal is not to be a casual game, but to provide a story that can be deep and chewy.
<쓰론브레이커>Originally <궨트> I know it was planned as one mode. Have you followed this process anyway?
Michal: Of course. It's a game that started from the beginning and started all over again. We think quality is important because we make anything. You do not have to enter the game to develop it.
Personally <쓰론브레이커>What a surprise, <위쳐3>It's more ambiguous than good and bad division.
Michal: <위쳐> The series has always been a world of good and bad. There is a story in the original story that is "relatively less perverse". (To laugh) <위쳐> Series <쓰론브레이커>I wanted to give each user an easy choice. I wanted to experience deep stories and meaningful choices.
Pavel: <위쳐> The series has CGs, so the user-judged information is inferior to the text-based thronebreaker. So <쓰론브레이커>I remember that I was particularly concerned about the situation when I was growing up.
<쓰론브레이커>I saw that the camp "Sciaartel" was not like that. <위쳐3>This is the camp where my jung is gone.
Michal: Even if you do the same thing, it does not depend on the perspective you are considering. For someone, it would be a group of people to persecute and someone to be a terrorist group.
Pavel: <쓰론브레이커>As the story progresses in the northern realm, <위쳐> I would have felt that much more often than I had to hit the Scoattel against the series.
※ Sciaartel: <위쳐> Elves and dwarves are persecuted at the sight of the world.
In the case of the Korean version, it seems that the translation and dubbing were good and that the story has improved. It's hard to say that the Korean market is big.
Pavel: No matter what language you offer, quality is the most important. Korean translation and dubbing also proceeded from this point of view.
Seoyun Soo Korea Manager: A moment, <위쳐> The series has succeeded more than expected in Korea. As a reward, the Korean title and dubbing were made for other titles. The goal of the game is to provide, if possible, a Korean translation of all future games. At least as long as I'm responsible for Korea … (To laugh)
CD Project Red is under development <사이버펑크 2077>
<쓰론브레이커>There are many purposes, and the fate of the characters. Do you have a favorite ending or destiny?
Michal: There is a character called "Gaborge Green", who is a character that I saw for illustration. I personally prefer the surviving end of this friend. (To laugh)
Pavel: <쓰론브레이커>Those who did it will remember a good ending. Personally, I like the purposes very much.
Aside from the praise of history, there have been a lot of reactions in terms of difficulty. Especially after the middle of the difficulty of getting easier comments was a lot.
Michal: This part is in agreement. We will adjust the difficulty level by correcting in December. I learned a lot through this. I will think a lot about the future.
Perhaps <쓰론브레이커>Will there be a DLC or a series of successors?
Pavel: This has not been discussed yet.
Even with steam some time ago <쓰론브레이커>. I knew the monopoly of GOG.com and I was very surprised.
Pavel: In December, I proposed a console version and I thought there was no reason to discriminate against Steam users. In addition, after the launch on GOG.com, many users have asked me to come on another platform.
The most charming character of Michal & Gabor Gee Green & # 39;
The # treated and deeper deck is the Nymph Guard deck & # 39;
<쓰론브레이커> Under domestic <궨트>There seems to be a lot of interest for.
Michal: <궨트>Has a unique system in which a game is divided into three rounds and continues to "consume" the cards that he has. This is also an important psychological factor, for example how to give up a lap and a lap because of the second round of the third edition (thanks to the system of laps), or how to cause the bleeding of the opponent during A round. Bluff like a poker or can fight strong elements,
It's a unique strategy game that's hard to see in the past.
Pavel: For a moment, the distinctive features of the camp are clear and the ability to draw cards without a resource concept <궨트>. Please note. (To laugh)
<쓰론브레이커>And & # 39; Homecoming & # 39; updates, but thanks to this unique gameplay <궨트>There are not many users who are difficult.
Michal: We are troubled. As I said <쓰론브레이커>And SEO updates have also started in this frame. <궨트> The tutorial has become much more detailed since the update back home itself.
Pavel: In addition to these ingame feature elements, <궨트> We try to help users to adapt by adding related content on the official website. I know that the guide's video has been updated recently on the Korea website.
Changing the tutorial mode since the update 'Homecomm & # 39;
It has been almost a month since the return to home update was applied. How do users react?
Pavel: At first, there were a lot of negative opinions because there were a lot of changes. This is very strange for existing users.
But we prepared for our return home and informed the users a lot about why we had changed it. For example, the battlefield changes from 3 lines to 2 lines, which adds to the complexity of the existing 3-line system and modifies the 2-line system, adding capacity factors according to the element of scope or location of the map. Thank you very much for your continued support of this game. We are satisfied too.
It has been almost a month since I updated Homecoming. What do you think of meta-change so far?
Michal: It's the third week and there was a fix some time ago, but is not it a bit early to say meta-change?
Pavel: Until recently, the most interesting game concerning artifacts. There was a problem about that a few days ago. In addition to that, we take a closer look at the decks that use Nepfgard's open keyword.
Michal: We made a mistake about the artifacts. Fortunately, there does not seem to be a deck that shows strong after. In the data, the faction and (bridge) archetypes have relatively equal indicators.
# I will give the money to another place. We will continue our values.
Personally <쓰론브레이커>The content of the puzzle was really fun. Perhaps <궨트> Could this unique content be added to the game?
Pavel: There is no plan yet. However, if users request it, they will review it. However, <궨트> It will not be a simple expression inside, <쓰론브레이커>It will also be a version of the quality of care. It is difficult to obtain light content (mode) in our development process. (To laugh)
Do you have plans to change the card history log? When I only showed the card that was coming out, it was hard to know what was happening when a card containing additional optional items as appeared.
Michal: Thank you intellectual. We will continue to answer.
I am curious about the future plan. First, is there an additional change related to BM? I was very surprised because there was not much money to spend even though it was a card game.
Pavel: Last year, my representative made a good speech. "I will give greed elsewhere." Creating a game for the user is the basis of the Project Red CD. In card games, payment factors can also be barriers to entry. We wanted the barriers to entry to be as low as possible. Paid models were therefore cheaper than other games. In fact <궨트>Even if you are a beginner, you can play around 30 hours to get the best metadex.
Of course, that does not mean we sell land. In our opinion, <궨트> Sales figures are also satisfactory. I will yield the financial desire to other companies. We will continue what is important to us.
Are there no mobile version plans?
Pavel: It is one of the development projects that I consider important. However, we are now focusing more on launching console releases scheduled for December.
Michal: For reference <궨트> The console version is a way to combat PC users as well as the same platform user. PC and every console between them, King fights, his friends are all fighting.
Finally <궨트>Can you inform users of the roadmap for the update?
Pavel: There are currently two preparations. One is a new camp, the other is an extension pack. Both are on the way. Please wait a lot.
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