Efter att ha varit under utveckling i snart ett halvt decennium börjar #S.T.A.L.K.E.R.: Shadow of Chernobyl nu bli färdigt. Just den långa skapandeprocessen och vad den inneburit gick som en röd tråd när IGN nyligen språkade med producenten Dean Sharpe.

IGNPC: So, let's be blunt here: Why is S.T.A.L.K.E.R so late?

Dean Sharpe: There are number of reasons why it's so late. Probably the biggest thing is that it was just over ambitious. The guys at (developer) GSC really wanted it to be the end-all, do-all game, and I think they got a little caught up in adding features - especially based on community requests. S.T.A.L.K.E.R has a huge community throughout the world and I think GSC just listened too much to what they wanted sometimes.

Also, they tried some new things that just didn't work. Obviously, if you try and do things that haven't been done before, there's a risk of it not working. That's what happened a lot with the game's complete open-endedness - it just didn't work. And it had to be changed.

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