Dragon's Dogma 2 devs "holed up for 3 days" with pledge 2 figure the game out. Updated 1/11/24 Sphinx unlike anything series has seen.

Gamernyc78

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Turns out, sometimes you just have to lock a bunch of creative minds in a room together until something amazing comes out.


"We holed up for three days and two nights and literally pledged to not leave this place till we figured it all out." Itsuno recalls his private retreat with other Capcom designers, just outside of Osaka, where they first got down to business with designing Dragon's Dogma 2.

This was where the game's broad strokes came into being - a whole boatload of key moments that the designers wanted players to be able to experience. Though, as is the case when ideating for any game, Itsuno makes it clear that not all concepts were viable.

We wanted the player to be able to shatter a bridge while enemies were standing on it, and to have the physics react naturally and dynamically, and the enemies to fall into the river to defeat them", says Itsuno.

Enviro-kills are all the rage in the DnD obsessed world of today, it seems.


Though, in considering some of the pre-established systems and rules of the game-world, the team realised "Of course, we couldn't use every idea we had because there were so many of them and they weren't all feasible."


Even with this addition to the franchise said to be around four times the size of the original game, it's clear there were compromises that had to be made. That didn't stop them, however.


Having done my share of game design at uni, when it comes to the masses of great ideas you end up with after a game design brainstorming session, plenty of ideas get mashed up, cut out, and completely transformed by other designers' thought processes. It's a messy experience, is what I'm saying. But as Itsuno notes, "It was by combining these little ideas together that the overall concept and shape began to emerge."

Updated 1/11/24

Dragon’s Dogma 2’s Sphinx Is Unlike Anything the Series Has Seen Before – IGN First​


 
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Sircaw

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"We holed up for three days and two nights and literally pledged to not leave this place till we figured it all out."
I am prepared to do the same for her below, even longer if need be.

The sacrifices i am prepared to make should not be misunderstood.

images
 
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Zzero

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I wonder if you still move slow as dirt, because if you don't then only being four times the size of the tiny DD1 won't be enough for adding tons of environmental interaction while maintaining the "realistic environment" feel of the first game.
 

KiryuRealty

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Where it’s at.

Turns out, sometimes you just have to lock a bunch of creative minds in a room together until something amazing comes out.


"We holed up for three days and two nights and literally pledged to not leave this place till we figured it all out." Itsuno recalls his private retreat with other Capcom designers, just outside of Osaka, where they first got down to business with designing Dragon's Dogma 2.

This was where the game's broad strokes came into being - a whole boatload of key moments that the designers wanted players to be able to experience. Though, as is the case when ideating for any game, Itsuno makes it clear that not all concepts were viable.

We wanted the player to be able to shatter a bridge while enemies were standing on it, and to have the physics react naturally and dynamically, and the enemies to fall into the river to defeat them", says Itsuno.

Enviro-kills are all the rage in the DnD obsessed world of today, it seems.


Though, in considering some of the pre-established systems and rules of the game-world, the team realised "Of course, we couldn't use every idea we had because there were so many of them and they weren't all feasible."


Even with this addition to the franchise said to be around four times the size of the original game, it's clear there were compromises that had to be made. That didn't stop them, however.


Having done my share of game design at uni, when it comes to the masses of great ideas you end up with after a game design brainstorming session, plenty of ideas get mashed up, cut out, and completely transformed by other designers' thought processes. It's a messy experience, is what I'm saying. But as Itsuno notes, "It was by combining these little ideas together that the overall concept and shape began to emerge."
After that time sequestered, they arrived at the conclusion that wolves hunt in packs.
 

historia

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When I was coming up with questions for entrance exam I was locked in the collage for a whole week too.

No communication with the outside world, only got released once the exam was done.
 
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Gamernyc78

Gamernyc78

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KiryuRealty

Cambridge Dictionary High Priest of Grammar
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Where it’s at.

IGN: Dragon’s Dogma 2’s Sphinx Is Unlike Anything the Series Has Seen Before​


Do Sphinxes hunt in packs?
 
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