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"Three" will not be created until the creators understand the reasons for Deadfire / CD-Action's failure



Columns of Eternity II: The slain gathered in the media great reviews and in terms of mechanics largely followed the praised "one", and yet did not it met the recognition of the players and achieved a commercial flap . According to unofficial information, in the first five months of release 110,000 copies were sold and counted at 580,000.

Josh Sawyer, lead game designer (as well as Fallout: New Vegas, Neverwinter Nights and Icewind Dale). he completely missed the reasons for it. In a recently published entry, he admitted that the studio couldn't go ahead and plan for any "three" until he understood something was wrong. According to him, there are many possible reasons. The first PoE could drain the market and meet the needs of those waiting for Baldur's Gate. Another option is the fact that people bought "one", but they didn't like it, so they gave up "two." At first, he thought he owed a system based on an active pause, since the original Sin 2 was a huge success. The problem is that using Pathfinder: Kingmaker pauses also sells better, even worse reviews. The author knows that players often complain about the level of difficulty being too low after the premiere and the less-than-good story (which he calls honest and rational opinions), but believes that two factors it is too small to justify such a large difference in accepting both components of PoE.

Sawyer writes that it would be easier for him to come to terms with the situation if the game sold out and gathered whips from the reviewers, because at this point he did not know what the problem was . This lack of knowledge is "one of the reasons" why he is reluctant to work with "the three" (another could be The Outer Worlds success, which would probably be a priority for the company). He admitted he did not want to give PoE fans another game until he realized their needs.

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