Andre (Senior Game Designer, Warhorse Studios)

speaker
306 appearances 1 recordings 1 series first heard Jul 2026 last heard 17 Jul

Andre (Senior Game Designer, Warhorse Studios)’s voice in public audio — every appearance, attributed to the second.

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recordings per month · last 12 months
1 · Jul OctJan 26AprJulnow

Recordings per month over the last 12 months — 1 in all, peaking in Jul 2026 with 1.

Appearances

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So you can't really afford to have like very complicated narratives.
However, you can mask it a little better than a lot of these games are doing that.
Like they don't really care.
Usually it's through the world and the characters.
Like in Kingdom Come, if someone wants something for you to bring them, it's usually, it has a reason, it ties into their story.
There's a reason for you being the person who can bring this.
It's not like I'm a hunter and I want five wolf belts.
Get them yourself, you're a hunter for Christ's sake.
Like, you know, so...
This is the bad part, I think.
Fetch quests are fine, but the... Their setting is usually so lazy...
Right.
Spirit uninspiring that it sort of comes out as like, yeah, it's a fetch with it as I escort quests have a different, like the NPC moving on their own.
I know that's the challenge with those levels, I guess, are just for like a change of pace in some games.
You like the, you know, nurses.
Like in Max Payne, like you get, you know, drugged and then there's this like line, you go on the lines and then it's like, I don't know if you have played the original Max, but there's like a level where you just walk in the dark and it's like, everyone hated it, but everyone remembers that.
That's such an iconic scene that everyone like, Oh, original Max Payne, the one where you just,
get, you know, high on something and then you walk through dark level trying to find an exit.
So these are for change of pace, but I think all of these are not bad on their own.
The concepts aren't bad, but the execution is...
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