It allowed us to make the landscape more than just a surface to battle upon and instead an immersive journey that captured the atmosphere and romance of the era. Team Objective is repeatedly mentioned as part of the core of what made the first Chivalry great. This move away from capturing arbitrary points as commonly seen in other games brought a chance for meaning and gave a sense of progression and place to the world. Sprawling multi-stage Team Objective maps featured players “doing as a medieval army would” from slaughtering peasants to besieging castles and slaying kings. Team Objective – Chivalry’s vision for an immersive medieval experience was about more than just satisfying combat. Whether you are a matador or a bull, we provided the arena. This combined to put players into a battle for survival that was meant to engage both the ancient and modern mind, from the chest-beating primitive drive of dominance, to the intellectual joy of outwitting and besting your opponent. This constant onslaught of challenge and pursuit of mastery was enhanced by the deep satisfaction of landing strikes with real weight that tore enemies limb from limb. In every life you were up against the odds and had to carve a path through waves of incoming opponents, each time just barely finding a way to survive. It was our goal to draw out the competitive spirit of a warrior in our players. The combat system represented a unique blend of an FPS and a fighting game and was our approach to capturing the player fantasy of becoming the ultimate swordsman or your favourite medieval movie hero. Melee combat – Chivalry’s realtime strikes system brought a new level of control over melee combat that allowed for thousands of hours of mastery while promoting player creativity and precision. Sure, it was rough around the edges in everything it did, but it captured a certain special combination that somehow let it become greater than the sum of its parts. Upon its launch, Chivalry was well-received as a cult hit and its unique appeal launched our indie dream into the best selling title on Steam throughout the week of Christmas 2012. Here are what we believe are some of the key factors that made Chivalry a success: What Chivalry got right: But first, we wanted to recap how we as the developers view the success and downfalls of our first attempt at this ambitious project, several years removed from its launch. We’re looking to provide the next “moment” with Chivalry 2 by reconnecting with our drive and passion to deliver the best medieval combat experience possible. Whether you were jumping into the sun-soaked Moor for a quick FFA, or waging an epic siege in the atmosphere-heavy Battlegrounds map, we have heard from many of our players that Chivalry 1 felt like a “moment” in gaming, not just for the melee genre. When it first launched, Chivalry captured a certain kind of gritty, visceral, in-your-face intensity and hilarity that hadn’t yet been tapped into in gaming. Almost overnight we went from being a bunch of amateur dreamers, who had pieced the game together while working remotely from all over the world, to the overseers of a hit game played by millions. Released in 2012, Chivalry: Medieval Warfare’s immediate success blew us away and continued on to exceed our team’s wildest dreams. Today, we’re sharing a prequel to this series, an Edition 0 if you will, reflecting on our past before diving into our plans for the future. We are excited to share details with you over the coming months, and we hope you enjoy a peek behind the development curtain. Good morrow, knights! In a concerted effort to include our community in the development process of Chivalry 2, we will be releasing a blog series called Code of Chivalry exploring the creative vision of our upcoming game.
0 Comments
Leave a Reply. |