Dan Houser
๐ค SpeakerAppearances Over Time
Podcast Appearances
But for me, it always just comes down to, is it easy to play?
Are our mechanics super slick?
And then can we keep our dialogue smooth?
feeling very alive like i'm not always a great for just what we do i like when other people do it for what we do we always want very punchy dialogue so don't give big trees but still have it interactive so we're gonna we're gonna lose a touch of interactivity but we'll still have the dialogue feeling like it's alive but we'll get better written dialogue and it'll feel more a slightly more cinematic experience
Yes, they're real RPGs.
The games that I've worked on, they've not really been RPGs.
They've had RPG elements onto a story-driven action game.
It's a slightly different emphasis, but I still think what they do is amazing.
He's brilliant at doing it.
And feel the world.
Just feel the world.
And The Witcher, same thing.
Yes, and hard to pull off.
You've always sort of,
debating the sweet spot between that and a strong story, you know, and strong mechanics.
It's hard to get them all.
And you, you know, as a, as a, as a game making team, the whole, you know, the teams kind of have to figure out where they want to fall on that line.
To show up, to be present, to go to work every day, to love creative things.
You know, he was a lawyer, but he was also a jazz musician.
And he did both to the best of his abilities, you know, and to value family as more important than either of those things.