Source (swedish)
https://corren.se/kultur/spel/artikel/fatshark-satsar-langsiktigt-med-darktide/r93e8nzr
It was published 31st of December.
Interview with Fatshark design lead - Album on Imgur
Machine translation:
Fatshark invests long-term with “Darktide” “It should feel like a live game, where it’s exciting to jump in every time because you never know what’s going to happen,” says Fatshark’s Victor Magnuson.
Swedish developer Fatshark’s latest game “Warhammer: Darktide” has just been released. But the creators are far from finished - and expect to continue adding new content. - It’s a game that just grows and grows, says design manager Victor Magnuson.
“Warhammer 40,000” is a dystopian board game with war, mutants and aliens. The extensive universe painted is the basis of the action game “Warhammer 40,000: Darktide”, which was released for PC at the end of November. The board game has a large and dedicated audience.
- We have always intended to make the game in a way so that not only people who know about it will be interested, says Victor Magnuson at Fatshark.
Demanding collaboration
Like its predecessors, however, cooperation is still the focus when you together with three others shoot monsters en masse. One of the secrets of a so-called co-op shooter is not to offer any shortcuts when it comes to cooperation.
– It’s a legacy we got from (zombie game) “Left for dead”. There are probably a lot of people who don’t really get it when they make a similar game. You have to let the game require you to cooperate. There must be scenarios where you can’t handle yourself, he says
and continues:
- Then there are a hell of a lot of other things that are difficult, such as that there are just enough and complicated enemies for four people to be able to stand next to each other and keep busy, and that it feels like everyone contributes to your survival.
Some childhood diseases
When the game was released, there were some childhood problems, among other things, some have been affected by the game crashing. The creators explain some concerns that it is difficult to develop for PC, where there are a lot of hardware combinations to take into account. A bug that affects half a percent of users may never be detected in the test environment, while it becomes abundantly clear when hundreds of thousands are running the game.
- It’s terrible that some people have to suffer from it, but I don’t know how it would have been solved before, says Victor Magnuson.
“It’s going to be so much fun”
Much has already been fixed through updates, so-called patches. Magnuson highlights that the servers held up to the pressure, something that online games often initially have problems with, and also says that he is satisfied with the response that “Darktide” has received.
The title has also become one of the 2022 blockbusters on the Steam distribution platform.
Fatshark has used the lessons learned from the previous games to build “Darktide” from the ground up with the plan to grow the game. It should be easy to add new courses, classes and other things. It is also possible to do things like turn off the lights on certain courses for all players, forcing them to drive only with flashlights.
– The cool thing about “Darktide” is that we’ve actually built it on so many fronts in a way that it’s possible to add so much exciting and fun stuff. It will be so much fun to develop this game, says Victor Magnuson.
Respective Reddit thread:
https://www.reddit.com/r/DarkTide/comments/101ndaj/interview_with_fatshark_design_lead_swedish/
I wonder, is this what FS means when they say ‘they’re listening’?
My favorite one is “Fatshark has used the lessons learned from the previous games to build “Darktide” from the ground up with the plan to grow the game.”