Arcania: Gothic 4 Interview

Despite the fact that we have to link you to a Google translation, it's worth poking around this interview with Arcania: Gothic 4 lead designer Andre Beccu on PCGames.de for some interesting answers about why the team chose a more casual route for the game, whether it could have used more polishing before release, what we can expect from future patches, and more.
PC Games: If you Arcania Gothic 4: the Gothic games before that compares, then fall to significant differences: the character development is simplified, the game server is in a linear fashion, rather than large and open as before, the crafting system is also significantly simpler than before. Why do the Gothic series have changed so serious in its basic features?

Beccu: One of the main objectives of Arcania: Gothic 4 was the Gothic universe for players who do not play a long role-playing, more accessible. With most of our dissuasive thought was that there are many traditional ways unnoticed serious non-correctable error commit - such as character development. Therefore we have designed similar systems friendly - you can not kill quest NPCs, you will not be beaten by allies for pulling a gun, there is no opaque character development.

Of course, as one would like to help developers get the most depth by creating in the later game stages according to new development opportunities for veterans and professionals, as far as resources permit. In retrospective, I think that had the optional systems are to be reserved for the professionals - such as the crafting system. Late tests for example shown that beginners generally not interested in crafting, so that the complexity would have been here a strength.