1. SPS Accounts:
    Do you find yourself coming back time after time? Do you appreciate the ongoing hard work to keep this community focused and successful in its mission? Please consider supporting us by upgrading to an SPS Account. Besides the warm and fuzzy feeling that comes from supporting a good cause, you'll also get a significant number of ever-expanding perks and benefits on the site and the forums. Click here to find out more.
    Dismiss Notice
Dismiss Notice
You are currently viewing Boards o' Magick as a guest, but you can register an account here. Registration is fast, easy and free. Once registered you will have access to search the forums, create and respond to threads, PM other members, upload screenshots and access many other features unavailable to guests.

BoM cultivates a friendly and welcoming atmosphere. We have been aiming for quality over quantity with our forums from their inception, and believe that this distinction is truly tangible and valued by our members. We'd love to have you join us today!

(If you have any problems with the registration process or your account login, please contact us. If you've forgotten your username or password, click here.)

S.T.A.L.K.E.R. 2: - Interview

Discussion in 'Game/SP News & Comments' started by RPGWatch, Sep 21, 2024.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

    Joined:
    Jul 28, 2010
    Messages:
    32,230
    Likes Received:
    38
    [​IMG]Sector talked with Slava Lukyanenka, producer and creative director of S.T.A.L.K.E.R. 2: Heart of Chornobyl about real world influences on the game development:

    [​IMG]

    How Real-World Events Shaped the Story and Content of S.T.A.L.K.E.R. 2

    Slava Lukyanenka, the producer and creative director of S.T.A.L.K.E.R. 2: Heart of Chornobyl, offers an insightful look into the development of the much-anticipated sequel.

    Slava Lukyanenka, the producer and creative director of S.T.A.L.K.E.R. 2: Heart of Chornobyl, offers an insightful look into the development of the much-anticipated sequel. He delves into the significant impact that the ongoing conflict in Ukraine has had on both the game and its team, sharing how these challenges have shaped their approach. Lukyanenka also discusses the influences of real-world events on the game's narrative, the advancements in open-world design and AI, and how fan feedback has guided their development process. Additionally, he outlines the exciting plans for post-launch content and expansions.

    I shouldn't be asking a question like this, but we live in a reality where it is quite an important question. How did the situation in Ukraine affect the game and the team?

    Well, tough question. Obviously, it's not unnoticed. First of all, before the invasion started, we were a team working in one studio, so we always had each other on the spot if we needed to talk or solve something; there was always space. After the invasion, obviously, the team has split. Part of the GSC relocated to Europe-some in Prague, but part of the team is still in Ukraine.

    Working with a distributed team in normal times is one thing. Working in war conditions is an extended multiplier on the complexity. Because, first of all, every game development company is driven by the people and the talents developing the game itself. You need to take care of them. And the Prague team and the Kyiv team have quite similar yet different needs because they are facing different problems. People in Prague are migrants. They are facing all the relocation issues. People who stayed in Ukraine are still under the bombs. At any time, a rocket can shatter a nearby building, hopefully not theirs. Sometimes we had situations where we needed to relocate people from Kharkiv to Kyiv. One of our colleagues had his flat destroyed by Russian rockets. I would say it's uneasy, and every week brings surprises, but we are thriving.

    Is it even possible to focus on developing a game?

    I would say that game development, in some twisted way, is a morale booster. Because when you have something to focus on, when you have a way to express yourself, to put a bit of your experience, a bit of your feelings into the game, it helps. So, I would say there are many developers who are finding S.T.A.L.K.E.R. 2 as a coping strategy.

    [...]
     
    Last edited by a moderator: Sep 22, 2024
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Sorcerers.net is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to products on amazon.com, amazon.ca and amazon.co.uk. Amazon and the Amazon logo are trademarks of Amazon.com, Inc. or its affiliates.