The transition of games from PC to console can often lead to unique challenges, especially for titles rooted in genres traditionally associated with PC gameplay. In the case of Dune Awakening, producer Nils Ryborg emphasized that the game is being built with console compatibility from the ground up. Drawing from his experience on Pillars of Eternity's console port, Ryborg discussed the importance of user experience (UX) design and balancing tactical gameplay with fast-paced controls suitable for consoles, ultimately aiming to retain depth while enhancing accessibility.
The struggle there, I remember Pillars of Eternity (laughs) we spent a lot of time trying to figure out the UX in it, and brought in a little bit of influences from action RPGs, especially with how you move.
We created AI architects you could work with, so you could make your NPCs make better decisions, and direct them a little bit.
The driver there was shifting things to more of a ARPG while keeping as much tactical stuff as we could, incorporating real-time combat more effectively.
From the start, it's the easier way of making a game, going console-first.
Collection
[
|
...
]