Bringing a turn-based tactical RPG Divinity: Original Singh The studio’s CEO and creative director, Swen Vincke, said the move to the console took more effort than Larian Studios expected.But with critical praise and solid commercial performance, he says the effort behind Divinity: Original Thin Enhanced Edition It was worth it.
Vincke describes the challenges of deploying these PC-centric games on the Xbox One and PlayStation 4, and provides the right advice for studios looking to target the console market.
What market research, or just general research, did you do when deciding if you need to run a new version of the game? What made you think this was rewarding?
Swen Winke: Mostly because of the fact that no one did it. I didn’t know if there was an audience. Nobody else was doing such an RPG on the console, so I thought some people would like “traditional” RPGs. In that way, it exists on the PC. If I made it for them, I thought they would want to get it.
In general, when you are in a crowded market, you tend to look for what is called the blue sea. I want to go where there is no competition.It turns out that there was no competition for games like original sin On the console. We knew there was good content because the people on the PC liked it. So I managed to convert it to a console to appeal to those who like this kind of game.
Besides, there was a very special feature for the console. It’s split screen cooperation, and it’s a very important part of it. This feature was actually part of the game’s original vision. In other words, it’s a game that you can play together on one screen.
What do you think is preventing other PC-centric developers from launching games on the console or recreating games for the console?
The problem is that it’s pretty difficult!If we have to make a game like original sin Target both PC and console from scratch at the same time [at launch]I don’t think we were able to make a game as good as we did. We spent a lot of time and effort creating the Enhanced Edition. It has never been so easy.
If you’ve played the PC and console versions, there’s a significant transition between the two. It’s a completely different UI. There were no compromises in any gameplay system. However, it took a lot of work to get to something that worked. Therefore, the investment you have to make for that is quite high. In addition to that, you need to add everything from common consoles such as TRC. QA will be even higher. This is a very expensive operation. And I’m not sure if that will work or if you will make something PC-centric.
How long was the development on this?
I started right away [after the June launch of the original Divinity: Original Sin], And ended last month. I’m running a patch, so I’m still working on it. About 40 people worked on this full-time.
Now that you’ve seen how it’s launched and how it works in the market, do you think it’s economically valuable to your company?
Well, we had a console version of the publisher [Focus Home Interactive], It gave us some freedom. In that sense, development costs are definitely paid.
“I didn’t know if there was an audience. Nobody else was doing such an RPG on the console.”
The critics scored so high that I think it would make a profit. He has scored 89 points on PS4 Metacritic. For turn-based RPGs on the console, that’s not natural. So I’m really proud of the team for that.
We’ve achieved a lot at the same time: the critical perception and verification that you can run this kind of game on the console, and it doesn’t have to be smoked. The engine also now supports consoles and controllers. Original Shin 2 Is running the same engine, so if you decide it’s worth it, you can port it to the console. Thanks to the port, the engine has become significantly slimmer. The engine is much faster and can do much more. I think it was a good move — I’m very happy.
Distributing the Enhanced Edition to people who already own the original version on their PC was an interesting business decision. Why does it make sense for you to do it?
For us, this is a new game on the console and we need to make sure that we can obviously reverse the port and put it back on the PC.So I had to think about what to do with existing customers who had already purchased original sin.. They are the same people who enable a lot for us — so even with a lot of investment in it, we really charge them for a significantly enhanced edition of the game. Are you going
We have already recovered in the console market, so we thought it was too much and charged our existing customers the full amount. What do you know because we are not a fan of DLC or upgrades?Made this for a new audience [on consoles], And we will provide it to our fans, and hopefully they will appreciate it, play it again, and help us when the next game comes out.
What advice would you give to other PC-centric studios looking to do the same, that is, studios looking to release games on the console?
deal with [the console version] Not only your PC version. Do not try to create a quick port. Rethink completely for console controllers and completely rethink for TVs.If you see original sin On the TV screen, you can see that everything is easy to read even from a distance. It is expensive and takes a lot of time. If you don’t do that, the console player doesn’t like it anyway, so you don’t care.
Console players need to feel that the console is an important platform for you. This is what PC players are always complaining about console ports, right?It [console ports] It doesn’t adapt well to PC. Well, the same is reversed.