The Sequel: More casual or more hardcore?
Recently, there have been some hot discussions in the forum about if the sequel of Lords of Xulima would be more casual to attract more potential buyers or more hardcore to please the old-school fans. So we would like to talk about this topic and clarify this aspect before the rivers of blood flood the forum. 😉
First, don’t confuse Accessible with Casual
A game can be more casual or more hardcore independently of their accessibility level. Lords of Xulima is big, challenging and deep, with lots of mechanisms and possibilities but, it is very accessible. It is very easy and simple to play (move the avatar, talk with NPCs, disarm traps, level up, combat…). We dedicated a lot of work to achieve that level of simplicity of playing. On contrast, old-school games seemed much more hardcore than they actually were because of their obscure and awkward interfaces.
We will always try to make the games as accessible as possible so any player can play it, but with the same level of challenge and depth as they were originally designed.
Was Lords of Xulima casual or hardcore?
Of course, we would never say it is a casual game but it was also not designed as a hardcore one. We wanted to align it to the feel of the old-school games like Wizardy 7, Might and Magic, Ultima… Were those hardcore games? We wouldn’t say that. They were challenging. There was no hand holding, no tutorial, not linear, and they were complex and deep, but they were not hardcore at all. For us, a hardcore game is one that is mainly designed to challenge the player and always try to make him fail so only players with a lot of experience and a lot of understanding of the game mechanics can advance and overcome those challenges. That is what happens in most roguelikes or others like Dark Souls.