Reporter:
From the developer blog we knew that you are using a “indoor engine” to power the new game. How good exactly this engine is? Do you have some awesome number to blow our mind?
Armagan:
We are very proud of our game engine, which we developed from pretty much scratch for Bannerlord. The engine features a very easy to use and powerful editor, as well as the latest technologies such as DX11, physically based shading, aggressive use of multi-threading and many others. It is unfortunately too early to give specific numbers, but the engine wıll be very well optimized and will hopefully serve us and our community for years to come.
Taleworlds’ new indoor engine
Reporter:
Speak for the fans, some of our readers are having concern about the size of the battle, because it seems the shinning new look possibly will crush our video card again like it was in 2003.At least I have zero confidence that my GTX660 could survive that kind of delicacy with a 500 hundred people/horses battle. Will the medium level PC still have a smooth run in the new game with the battle size of the original Mount and Blade?
Armagan:
Performance is a priority for us as well because we want our game to be played by as many people as possible. We are trying to make all our graphical features scalable so that players with less powerful hardware can turn them off to gain performance. Moreover, Bannerlord will come with a great number of performance improvements over Warband, including aggressive use of multi-threading and re-design of certain computationally expensive features.
There will of course be a minimum set of hardware that we have set as our goal for running the game. We haven’t decided on this yet, bu a GTX660 should definitely be able to play the game in basic settings.
Drastic improvement
Reporter:
Will the sequel as mod friendly as the first game?
Armagan:
Actually, we are striving to make it much more mod friendly in general. This is part of the reason why developing the game is taking longer than what we expected, since any systems we come up with have to be not only performing well, but must also be clean and easy to understand and change for modders.
Reporter:
Some of the fans are already talking about possible Boss battles. The question is will there be any Boss battle in traditional sense?
Armagan:
Boss battles aren't really a feature of our game in the traditional sense. Storyline driven aspects of the campaign will have big fights and naturally important conflicts will occur in the sandbox, that may have significant results on the politics of the continent. But there won't be anything like a megalord who shoots out fireballs and needs to be defeated in order to advance to the next level!
Maybe they are too attractive for a video game company
Reporter:
Singleplayer and multiplayer, which part will the game focus on? Do you wish to give Mount and Blade II more online features? Maybe something like a MMO style character progress system? And will the multiplayer part still be more like an online arena or we are talking about an “Online campaign”?
Armagan:
We have high standards that we are aiming for in both Single-Player and Multi-Player. For us, it's not a question of choosing one over the other. Both must meet our expectations. Unfortunately, we cannot reveal further information about additional online features at this time but the online arena style gameplay option is certainly not going anywhere. There will not be a MMO style character progression in the classical sense, since that would significantly disturb the fairness and sports-like atmosphere of the game. However, players will be able to monitor and feel their progress without getting an unfair advantage.