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You might try to persuade people or impress them with the way that you look. And there’s skill checks that you might do in the dialogue. Martin: So your reputation for example affects your skill checks that you are trying to make. They will start carrying more weapons and there will be more guards. Tobi: They will be even more suspicious even if they don’t know if it was you or not. To a lesser extent it also affects in the same way people that react to me in the nearby settlements and my prices in shops will be worse. They will react more aggressively if I’m trespassing on their property stuff like that. It might mean that I’m not able to shop with them or repair my stuff with them. So that means that I might not be able to talk to them which might mean that they won’t give me quests or they won’t talk to me which will close some branches for the quest that I’m already on. Martin: So if I kill someone in this then everybody in this particular town will know. Killing a particular village for example, your reputation will drop which propagates. So it’s not like we prepare a very specific consequence for you. Tobi: It has a lot of consequences that for example killing people would have. We just decided that it’s better to make sure that the main quest is always solvable.įL: That was my question, like when you play Skyrim or Oblivion and just go through and destroy a whole town, I was really curious how KCD would accommodate that kind of just wild, rampant, sandbox play. Which also means that different quest solutions might ask for different stats, so it also depends on how you develop your character. The quest will continue according to your decisions there. So it’s pretty interesting that we have all these branching dialogues and quest options and the game waits for your input pretty much and then develops the quest. You can come up with dead ends which means that you need to roll back and try another approach or come to that end where you actually killed the side quest and then it’s done.
But it’s up to you to find out and decide how you approach.
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We don’t tell you how to solve the quests that you will have of course. Tobi: So this is actually a good conversation. But as for the quests if you play them in a way that you break them so if you for example kill the giver then that’s your call and it’s just a quest that you fail. So there are a few NPCs that you can’t kill. I think we strike that in a good way in that we try to guarantee that you can finish the main story. We want to make this overboard game but at the same time want to have an epic story which in the end has to be there in some way so we have to compromise there and find some sort of good balance. As far as derailing the story that’s obviously a huge conflict of interest. Sometimes it will react in a way that they did not expect and that may seem realistic in a way that no other game can do. Players are going to try to find their own ways of interacting with the game and having their fun and our job is basically to create a system that they can interact with and even try to break. With all of the NPC pathing and items, if there are bugs, can they just kind of cascade to a point that it will just derail the story or the events of your playthrough? Martin: We actually hope so! This is the fun of a game, that sort of emergent kind of situation that we don’t necessarily and we can’t really prepare for.
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She’s really crying when it comes to these kind of changes.įL: So are you having any concerns with all of these elements interacting in the wild. It’s a very tough decision for our historian. But in order to make the player actually see it as well. Tobi: This is actually a very good point because they are right now changing doors for example because usually they had the same looking doors everywhere but because in the game you will be able to lockpick we decided that the player has to have the visual feedback of the difficulty of the door. There’s also a huge number of items that you don’t necessarily see in the game that we still need to set. If you think about it we have about 1600 to 1800 hundred NPCs that we have to set up numbers for and there’s dozens of different numbers that we have to set for them like different skills and which perks they have. There’s thousands of numbers that we need to tweak in order for it to be fun. Martin: We in the technical design department are finishing on the loose ends so all the different interactions between quests and between mechanics.
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FL: Are you aiming to release for console and PC at the same time? Tobi: Yes it should be the same time and we are also planning on full release only so no early access.