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Like every year, meditate was able to involve KaiRo in an interview. But read for yourself!

World of Gothic:
Days are getting shorter and the long evenings are a sign that Christmas is near. Children’s eyes are shining in the light of all the Christmas decorations, dealers are busy and happy – only one group of unfortunates is wandering around with dejected looks. No one will put what they’ve been craving for onto their table for presents. They will look at the candles somberly and watch sighing at the night of the raven for the 105. time. Can these restless people be consoled? And please don’t tell us that there will be another Christmas next year.
KaiRo:
Hello. Is this really true? Are you a “group of unfortunates”? Nothing is farer from us than to make you unhappy but the postponement of the release date to the year 2006 in fact bodes well for you. Just imagine you would find Gothic 3 under your Christmas tree, rush to your PC, install the game and savour a world full of … unfinished game mechanics, callow balancing and open plots. That’s not a beautiful thought, is it? .We want to make Gothic 3 really good and so we have resolved to do more than we could achieve in the projected period of time. In order to being able to keep our promises concerning the content of the game, we decided to spare you disappointment under the Christmas tree and to present you a beautiful game in the sunnier half of the year.
World of Gothic:
What’s your suggestion? How can all those people who are nuts about Gothic be consoled for Christmas?
KaiRo:
Watch Peter Jackson’s King Kong in the cinema or get some snowball-scrolls and cast it on your friends, … or meet here at WorldOfGothic and discuss about Gothic.
World of Gothic:
And what about you? Do you celebrate Christmas or will you cancel it because you are busy with Khorinis? Is the date of release giving you sleepless nights? Generally, how do those days look like if a game nears its completion?
KaiRo:
City gate of Geldern
The development of a computer game has several internal release dates and each release reflects the current status. Some releases, so called milestones, are presented to the publisher. With these milestones the publisher is able to keep track of the production. We had resolved to make a big step forward shortly before christmas in order to be able to have some days off and spend some time with our families. We’ve reached this target. The whole team got teary-eyed regarding the recent release and also JoWooD has been pleased about this great leap forward Gothic 3 made this month. Especially in the visual field our new lighting system has been exceptionally well received and the complex and fluently performed fights with motion-capturing-animations look extremly convincing in the meantime. That’s why we can celebrate Christmas with a good feeling and start afterwards with a lot of new energy.
World of Gothic:
How far are you with the project?
KaiRo:
So near but yet so far...
World of Gothic:
Werden schon die Texte eingesprochen?
KaiRo:
No, not for a long time yet. The speech recordings will take place while the game is in its final testing stage. By then last-minute alterations to the texts can be made which will accrue during the finishing of the story in the beta-stage.
World of Gothic:
This time, will there be more speakers?
KaiRo:
We still haven’t engaged all speakers and the casting still lasts. Of course we need a bigger diversity of voices as the world is much bigger too. We will consider that but there will be still some NPCs that will have to share one voice.
World of Gothic:
Will there be any reknown voices?
KaiRo:
Naturally, all reknown characters will have the same voice as so far if you mean that with “reknown” voices. If there will be also famous speakers isn’t certain yet.
World of Gothic:
Oblivion has been postponed to the first quarter of next year. Will this have an influence on the release date of Gothic 3?
KaiRo:
No. We don’t want to wait longer with the release than necessary and we either don’t want to release a game that is not a 100 % finished. The day we will finish Gothic is in no way the result of political decisions but simply the day we really finish the game.
World of Gothic:
How do you generally magage this balancing act between economic success and personal standards?
KaiRo:
Actually this is not really a balancing act. We develop a game that meets our personal requirements and we hope that it will be successful. I’m sure that there are other concepts in the game industry to make more money in less time but this way we don’t even want to try out such a balancing act. Of course we have to pay attention to earn enough to bring in the high costs for development but we believe that our personal requirements will lead to Gothic 3 being successful. And the lively discussions in the forums and the briskness of the Gothic makes sure that we can work on our third baby in an optimistic mood.
World of Gothic:
How many compromises did you accept?
KaiRo:
Unfortunately there were some ideas we had to discard with a heavy heart as they would have unnecessarily complicated the gameplay or would have simply cost to much money. Our dream of small video sequences in certain situations during the game bursted and instead we will continue telling the story with the game engine. Mounts have also been dropped as they couldn’t consistently be arranged with the world. Difficult decisions are normal in everyday life of game developers and mostly they are about the question if a certain feature is really important for gaming enjoyment or if it could rather spoil the game. 
World of Gothic:
How will you handle the English-speaking market this time? Will Gothic 3 be released at the same time or what are you planning to do?
KaiRo:
One thing’s for sure: The English-speaking market won’t be neglected in such a terrible way as the predecessors. If the release date will be the same will be decided within the next few weeks. Concerning the speech recordings there will be a huge logistic effort to cope with. For Gothic 2 far more than 150 000 words had to be translated and recorded – that’s about 10 houres of voice output. This amount will of course be again higher for Gothic 3 and if we would release both English and German version at the same time, we would have to engage, brief and record lots of speakers in a period of a few days. I’m personally very curious if and how this will finally work out…
World of Gothic:
Now the probing questions of our users. First of all the story – please, tell us something…
KaiRo:
Once upon a time there was a cool guy who sailed together with a bunch of other cool guys through the Myrtanian sea until he arrived at the mainland. In front of his eyes there is a huge world in a huge mess. From the point of view of humans the war against the orcs didn’t go according to the plan and for the few survivors the situation doesn’t look good at all. Most humans have been enslaved and have to labor for the orcs. Only a few had been able to flee and strayed lonely across the land until they joined forces and from this time on they brooded about their insurgent plans. The capital Vangard has in the meantime become a kind of Gaul as the army of the king was there still able to defy the orcs to some degree. At least until the day the cool guy arrived at the seaport of Ardea.
World of Gothic:
I actually meant, how does the ... hmm, lets say... storydesign look like?
KaiRo:
Actually it looks ... hmm, lets say ... quite good.
World of Gothic:
Is everything finished?
KaiRo:
Is it bright at night?
World of Gothic:
How did the story develop that this time leads us onto the mainland?
KaiRo:
The background of the story which is the basis for the plot in Gothic 3 along general lines already existed before. The war against the orcs is an issue since the first part of the series. King Rhobar II, the four realms at the Myrtanian sea and the desert Varant have already been mentioned in the intro of Gothic I. So it just makes sense for us to include the story of Gothic 3 into this established structure.
World of Gothic:
By whom are the details?
KaiRo:
Four authors are working on the story from the basic vision up to writing out individual lines of dialogues. Mike Hoge, Björn Pankratz, Mattias Filler and Stefan Kalveram design the whole story line and the game design initially on paper before it will be implemented into our the development environment.
World of Gothic:
Is there one who is in charge of the main thread and others for side-quests?
KaiRo:
No but it is split up so that is makes sense; for example into regions or interests.
World of Gothic:
Whose imagination is bubbling over with ideas to generate a whole universe?
KaiRo:
Like every other universe the Gothic universe began with a big bang. In our case it had been in the head of Mike Hoge. He had the basic idea but since Gothic 1 the story had been developed by all of the authors in equal measure. Still all suggestions have to pass the Mike-test (it consists of a rating after having thought deliberatly about an idea within the scale “that sucks” and “not totally bad”) as he is the creative leader and is keeping the whole vision together. But afer 7 years of writing the story together they know each other well enough and they complement one another perfectly.
World of Gothic:
Will the story change during the production process and the determination on the technical feasibility?
KaiRo:
Absolutely! For example mounts were intended to be integrated into the game in the beginning. Naturally it wouldn’t have been sufficient if we integrated them without a comment but we would have had to do that very carefully concerning the story line and the gameplay. When we decided not to introduce mounts we had to rewrite the corresponding parts of the story.
World of Gothic:
Do you also add something?
KaiRo:
Daily!
World of Gothic:
Are you dropping something?
KaiRo:
Hourly :-). Just kidding. 
World of Gothic:
Does the technique inspire the story or is the story already finished and you try out what can be realised?
KaiRo:
We develop the technics ourselves and so we can form the story according to our visions. That makes it possible for us to make the engine to measure regarding the intended requirements. So first the gameplay and the story are designed and then we dicuss the technical feasibility. In some cases ideas have to be rejected or altered and story authors and programmers try to compromise but in most cases the authors have a feeling for the feasibility of an idea.
World of Gothic:
We already know that our hero will be able to influence the mood of the inhabitants of Myrtana. Will it be possible to spoil a character so that the story can’t be finished?
KaiRo:
I think that’s a rhetorical question, isn’t it? :-) Of course not! Er ... I assume. 
World of Gothic:
Can the hero be executed?
KaiRo:
Well, the orcs are not reknown for their patience and sometimes it could happen that there is an axe in the hero’s way if he wants to pass.
World of Gothic:
How will communication with NPCs work? Will everybody already know about what the hero has done? Or will it be possible to overtake these informations?
KaiRo:
As it has already been reported on we enhanced the AI of Gothic 3 by a global level. Strictly speaking there are two new lebels which will exceed the interpersonal level: the city and a world level. How information on the deeds of the player will spread will depend on the level for which this information is relevant.
World of Gothic:
How often would you play the game in the current stage? We already know the possibility to play different characters. How will that work this time?
KaiRo:
After playing it the first time I would decide spontaneously if I think I could still discover new fascinating things if I played it again. Playing the game once again will be more exciting this time as there are no linear strands any more. 
World of Gothic:
Now to some other aspects. Since the release of the Night of the Raven a lot has changed in our forum. We are now independent and founded an own forum network which has currently about 22,000 members. Only the Gothic forums contain about 30,000 topics with more than 500,000 posts. Are you glad about such a big number of fans who maintain their consistency more than 3 years after your last game?
KaiRo:
I think to be glad isn’t the right expression for this. I don’t exaggerate if I tell you that all our fans are the main reason why we still have that much fun doing our work. Personally I’m again and again impressed by the fact how fast a news I posted spreads within the community. If I put an update on the official website your reaction time is often below 5 minutes and that really amazes me. Regarding that there are people like you who keep an eye on our development and who appreciate every detail we release alone makes the job at Piranha Bytes to a dream job. As composer I naturally was happy that the pieces of music in the download area have been accepted in such a positive way long before the game will enter the market. You are so to speak an indicator for us if we are on the right way and your faith in our work is a present for which we can only return the favor as we put all our heart and soul into this project as possible in order to create a wonderful game for you. 
World of Gothic:
Do the discussions in the forums influence your work?
KaiRo:
Of course. In the beginning we’ve had members of Piranha Bytes who have been in charge of retaining an overview of the discussions in the forums and to point out to point important questions out to the team. In the meantime this has changed as nearly every Piranha is reading the forums himself. WorldOfGothic is not only our gate to you but also your gate to us and we get many ideas and helpful suggestions through it.
World of Gothic:
There are especially heated discussions concerning the hardware requirements. There are some people who want to align their PC exactly to the requirements of Gothic. Are you in the position to concretely state something? So one could wish for a suitable graphics card this Christmas…
KaiRo:
No, at present this unfortunately makes no sense. We get it straight that we should state hardware requirements in the near future but we simply don’t know it. The engine is still not optimized and there is too much content to be added to estimate the requirements. We’ve already stated our expectations but we currently can’t tell you more about that..
World of Gothic:
Will the physics-engine of the game be relevant for solving quests? For instance Half-Life 2 where the player has to move objects to get on.
KaiRo:
No, the physics-engine only helps us to make the world more realistic. When talking about a physics-engine many people first and foremost think of a gravity-gun or funny balancing-riddles. But there are lots of more basic features like checking collisions or the proper falling of items which are managed by the physics-engine. So it is an important part of the Gothic 3-engine though the player may not notice it immediately.
World of Gothic:
Generally, I’d like to ask some questions concerning details. Can our hero climb up trees?
KaiRo:
No.
World of Gothic:
Our hero has always been quite a good cook though solely roasted meat is a bit monotone. But what about other needs? I’m missing things like an outhouse. Will I have to continue to go behind a bush?
KaiRo:
Other needs? No, our hero doesn’t have to care about such primitive things like basic needs. He doesn’t even have to eat if he doen’t want to. Frankly: There are many things player will be able to do on a voluntary basis and in some cases he will be rewarded for doing so. But it won’t become an obligation.
World of Gothic:
My favourite char is always the mage. This is why I was frightened when I heard that magic has disappeared. Fortunately it will come back in some way. Will I be able to influence this?
KaiRo:
Runic-magic has disappeared what will cause that all wannabe mages (like paladins) won’t be able to use it any more. But there is still elemental-magic and there are also some people who can handle it. For elemental-magic one won’t need scrolls or runes but rather extract magic energy directly from the near environment.
World of Gothic:
How distinctive will be the possible ramifications of the skill tree? When the player wants to learn a special skill, a so called perk, will he need other perks as a basis or depends learnability of perks on attributes like strenght, dexterity or magical skills?
KaiRo:
You can’t explain this in a general way. Most perks can be learned from teachers and every teacher has his own requirements. One will only train you if you are strong enough, another one can be bribed or a third one wants you to share his interests.
World of Gothic:
Another important question many people are interested in: Various articles announced that with Gothic 3 the modding community will again be supported with special mod-kits. As there is a new engine there are certainly new tools that can be provided. Will a editor be enclosed with the game at the release or can these tools be downloaded seperately at a later date?
KaiRo:
As the modding-community is near to our heart we all at Piranha Bytes expect that there will be a mod-kit. Unfortunately we don’t know when we will be able to produce it and how it will exatly look like. Our editor is in its current version not appropriate to be released as it is firmly integrated into our development environment and it doesn’t function autonomously. This signifies an amount of work we presumably cannot spend in the pre-release-time schedule.
World of Gothic:
Will it become simplier with this editor to create your own Gothic mods? Is it relevant that a user-friendly editor would enlarge the modding-scene, lead to more mods and so would also prolong the actuality of the game which is a good sales argument?
KaiRo:
At the moment solely the finishing of the game plays a decisive role. As is known we are not in time that’s why it would be a luxury we cannot afford. Of course, a big modding-community would be great but we hope they will forgive us if we publish the editor after the game.
World of Gothic:
For whom is a user-friendly editor more important? JoWooD or Piranha Bytes?
KaiRo:
Piranha Bytes. JoWooD would for the reasons you mentioned above profit of a modding-community but we are the ones who have to develop the game with this editor and the more comfortable the editor is, the shorter is the time to develop the game and the less gray hairs will grow on the developer’s heads.
World of Gothic:
What about the music? Is everything finished? How were the recording sessions in California in September with Lisbeth Scott? Was it also a bit like a small holiday for you?
KaiRo:
Lisbeth has sung in California while I gave instructions from my computer in Essen. We had some difficulties to agree on a date as Lisbeth has been busy with the recordings for the film Narnia and additionally worked with Stephen Spielberg and John Williams on München. I’m absolutely satisfied with the results. In January we will start with the post-production and then we will mix her fantastic voice with the ochestra-tracks.
World of Gothic:
Will there be some music for our CD-player included this time?
KaiRo:
For me this topic is extremely up-to-date as I’m busy with setteling the remaining questions concerning a soundtrack-CD. Still there is nothing for sure but it seems as if there won’t be a CD included with the game but perhaps a bit later with the special edition of the game.
World of Gothic:
What about the packing and all those things that will generally be included? Rather Spartan or quite luxurious? What about a special edition?
KaiRo:
We will deal with this subject during the beta-tests and the speech-recording sessions.
World of Gothic:
What would you think about an advent calendar on your site with small presents for us in the form of pictures or music each day? Well, as it’s already Christmas this question may be too late but what about a present?
KaiRo:
Agreed, here I’ve got an exclusive piece of music for you.  It’s a dungeon theme. The final mix and the mastering of the music will, as I said, take place in January. We wish you a merry Christmas and a good start into the year 2006!

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