http://www.gamasutra.com/view/feature/6042/working_in_a_dying_genre_on_a_.php
I don't think this has been posted yet but if it has I am sorry... Interesting read anyway.
EDIT: just to be clear the interview is much longer than what I posted here and can be read in full via the link:)
The Witcher was an unlikely hit in many ways. It was a single-player RPG released only for PC in 2007, when many were questioning the viability of single-player RPGs and PC exclusives. It was based on an Andrzej Sapkowski series of novels and stories that is well known in the author's native Poland, but obscure in North America. And it was the first game developed by CD Projekt RED, the nascent internal studio of Warsaw-based publisher CD Projekt.
Despite all those challenges, The Witcher's critically-lauded storytelling and lore helped it rack up more than 1.5 million copies on one platform. After shipping the game's "Enhanced Edition" based largely on fan feedback, RED got to work on The Witcher 2: Assassins Of Kings for PC – another example of a "dying genre on a dying platform," as senior producer Tomasz Gop likes to defiantly observe.
The experience of developing the Enhanced Edition of the original game, which was a free update for all existing owners of the game, solidified RED's practices of paying close attention to its community's feedback, and Gop says that mentality carried right over into the full sequel.
In an in-depth interview, he discussed the development process so far, drawing inspiration from many sources, adapting literary works in games, and keeping the fans in mind.
Did you transition right into The Witcher 2 straight from the first game? How far along are you?
Tomasz Gop: We started working on the game right after we had released the first one. It was October 2007. For the first year and a half, part of the team worked on the new engine -- basic low-level stuff and prototyping -- and it was around the time we released the enhanced version ofThe Witcher that the rest of the team moved.
Since then, it's been a year and a half that the whole team, around 80 people, has worked only on this project. We're about 60 percent done, and we're going to ship in Q1 2011.
Going straight into this project, did it help that The Witcher ended up being a bigger success than some might have expected? Did you expect it?
TG: You always account for that. [laughs] You always wish that you sell a lot of copies. There's a joke that we usually use: we sold one and a half million copies of a dying genre on a dying platform. And over a hundred awards.
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