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developer diary

Two Worlds II Devs Ready To School You On Interface

by Jeff Cork on Jan 27, 2011 at 02:55 AM

If you're playing an RPG, it's almost inevitable that you're going to spend a fair amount of time wading through menus and sorting through your inventory. While most of us have just resigned ourselves to that fate, it seems as though some game designers aren't happy with that facet of the genre. In a new developer diary from TopWare Interactive and Southpeak, Scott Cromie, creative director and project manager at TopWare, talks about how his team tackled that problem during the development of Two Worlds II.

As Cromie puts it, people buy games to play games. His mantra during development was to keep players playing. Watch the video below to see how they did it using an expandable radial menu, which quickly gives players access to their full inventory and arsenal of spells. There's also a little section on the game's magic-creation system, which allows players to design their own spells. We've seen some of the higher end stuff in action, and it ranges the gamut from devastatingly effective to hilariously overpowered.

Watch the clip below.