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Community Interview #1

Posted by Michael Bitton on Jun 16, 2009  | Comments

Community Interview #1 -

Reakktor Media's inaugural issue of their new Community Q&A series for Black Prophecy is now available. The first issue introduces us to Reakktor Media CEO Kirk Lenke, and Development Director Simon Bachmann.

While the interview consists mostly of introductory-themed questions, there is some beef:

Chris: Lots of players would like to see the possibility to walk around space stations with their characters but as we have previously explained this feature will not be included in the final release of Black Prophecy. Could you explain to our community what the technical requirements and possible difficulties would be to realize this feature?

Kirk: The difficulties are not only of a technical nature but also a matter of budget which does not allow us to implement everything that is technically possible at the current time. I have hopes that we will be able to realize this and other features in one of the planned add-ons after release.

Simon: Like Kirk already explained, it is less of a technical problem and more of a budget/time problem. We have, like most projects in the game industry, a pre-defined budget. When we developed the game design we had to consider what we would be able to implement within the given general framework and in the end we decided to do one thing properly and focus on the combat aspect with space ships. From a graphical point of view especially, station walking would have been a tremendously large effort and if we had taken on both features at the same time it would have been necessary to split up the available resources. Other parts of the game would then have suffered as a result.

Nonetheless the station walking feature is something we all would like to see in the game and in an add-on this would definitely receive a high priority. It is quite important for us to implement meaningful content and simply implementing station walking would not be enough as such a feature has to be a meaningful addition to the gameplay. If you think this concept through, you could quickly end up with an almost separate game. But you can be sure that these are not the only cool ideas we have up our sleeves for further development of Black Prophecy.

For the full interview, go here.

Michael Bitton / Michael Bitton / Michael began his career at the WarCry Network in 2005 as the site manager for several different WarCry fansite portals. In 2008, Michael worked for the startup magazine Massive Gamer as a columnist and online news editor. In June of 2009, Michael joined as the site's Community Manager. Follow him on Twitter @eMikeB