Two Worlds II Q&A

After sending off a batch of community-submitted questions about Two Worlds II to TopWare Interactive's Devon Smith, Destructoid has utilized the weekend to produce the awaited answers.
Y0j1mb0 asked (Nowadays there's a lot more RPGs on the market as opposed to when the first Two Worlds came out, which some people assume is the reason why it might've done better than expected due to reviews and all that, was due to the fact that a lot of 360 owners were starved of RPGs.) He just wanted to know just because from your guys reputation from the last game, where it wasn't necessarily that great a game, what are you guys doing to change gamers minds and what's different from your guys RPG as opposed to the other westernized RPGs, hack and slashes, like Risen and Divinity?)

Well, I want to state -- this is terrible -- I just haven't had the time lately, but I haven't played Risen or Divinity. What's funny is even considering that we're a Western market, you mentioned Risen which is actually I believe a German developed game that I think that even SouthPeak is publishing in the United States. [Laughter] But you know, it's funny cause you're starting to see this emerging European game market and it's not just things coming out of England. Things like Rocksteady with Batman, for example.

You know, you're seeing things that are coming out of a lot of countries that have a lot of booming tech industry and a lot of that stuff is coming up. In my career, most of the games that I've worked on are with [Baninger] and it was a learning experience for me. Coming in, there was a lot of saturation in the market. When Two Worlds released in 2007, yes, Oblivion existed and there were a couple other games that were kind of in the works and that were promised and usually came a couple years down the wayside. And I think it did benefit us. I think that it was a unique opportunity and something that they were looking for and was definitely a reason that, as Jake said in the meeting [during the preview session], that they were pushing to get it on to the Xbox 360 and try to bring that experience. I think that it was a learning experience for everyone. PC gamers and console gamers, I mean that's an age old war, we know, we fight that for years. Mouse and keyboard versus controller, and fighting the intimate details and tailoring such as our radio menu. Things like that, that really make and bring a little bit of the MMO feeling and the ability to switch your gear and things like that.

I got off base. I want to get back to the question. Yeah, so we talked about the saturation in the market.

It was what makes it different from the other [RPG] games.

I think, yeah, we're just talking about our approach and changing people's minds and really it's just showing people. You can't really tell people. We can talk about how awesome it is all we want, you know, we're really proud of the work we're doing, but what we need to do is just to get you guys into a room and get it playable. Get it into a place where you guys can have as much fun as you want. I think we're making headway.

These [meeting] rooms [at PAX East] are getting packed for such a small space. I think that kind of comes from a lot of the humility that we show. We want our actions to speak. We don't need a big shiny booth; we don't need 30 subwoofers to kind of draw you to our game. Western RPG players really aren't those kinds of players. Our characters don't have bright blue hair, they aren't half bare-chested, and they don't have a sword that talks to them. [Laughter] Those can be cool and we're not definitely opposed to those sorts of things, but there's a lot less flash involved so we try to come to it and just have fun. Just kind of whisper you over, you know, like we're selling watches and just kind of blow your mind.