Roronaa_chan said:
There are no reviews, the game isn't out, and they already promoted what you said in the player reactions trailer.
Actually yes you just made that up, as RAD never said such a thing. They said that the process was to do world building before moving on to settling on specific gameplay mechanics. A process I fully agree with and wish more developers followed suit. The only foundation necessary needed is to know what type of game it's going to be. In this case, all they had to know was that it was going to be a TPS. The rest could come later. This way the gameplay even ended up benefiting from the lore they created.
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Oh I'm making it up, check these interviews out. You can type in google ready at down dislikes gameplay and get a bunch of hits or even ready at dawn like movies.
http://www.p4rgaming.com/ready-at-dawn-while-making-the-order-1886-sometimes-we-forgot-we-were-making-a-game/
http://www.computerandvideogames.com/464912/previews/hands-on-and-interview-the-order-1886s-e3-demo-showcases-style-over-substance/
Heres some quotes from Ru Weerasiray-CEO & Design Director & Game Director Dana Jan in seperate interviews
Weerasuriya: It’s not hard when you forget that you’re making a video game. We sometimes go for long periods of time without designing a single gameplay area. It’s just that much more fun to write a fantastic story that goes along with some really beautiful settings. We live and breathe movies here.
Weerasuriya: Of course, we’re still restricted to the archaic nature of the video game with its need for gameplay. But we’re not going to fall for the trap of trying to create interesting mechanics when we could be spending that time focusing on the character animations.
Jan: Gameplay is something that... it's a game, we make games, we can't get around it.
It doesn't sound like gameplay was their priority which is why most people buy video games, to play them.