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2024/01/29
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"We wanted to let players freely express themselves" — Interview with the producer of Prince of Persia: The Lost Crown!

"We wanted to let players freely express themselves" — Interview with the producer of Prince of Persia: The Lost Crown!

During the recent Taipei Game Show 2024, we were honored to conduct an interview with Abdelhak Elguess, the producer of the critically acclaimed Prince of Persia: The Lost Crown. Our conversation delved into various aspects, including development decisions, noteworthy experiences during the creative process, and insights into the developers' design philosophy. The following transcript has been edited for clarity and conciseness.

1. During development, what concept or motivation led the team to decide to return to side-scrolling gameplay?

Side-scrolling games have always been our forte, and I think Prince of Persia: The Lost Crown serves as a fitting tribute to the classic Prince of Persia series.

2. Why did the development team choose to shift the focus to the new protagonist Sargon instead of opting for the classic Persian Prince?

We aimed to give the game a modern touch by introducing a new storyline set in a different era than the previous games. We also think that it's interesting to take on a role other than the Prince in this classic series.

3. How are the placements of "Athra Surges" and "Xerxes Coins" designed in the game? Based on our experience, many Xerxes Coins tend to appear in challenging locations with numerous traps. How does the development team ensure there is sufficient depth and challenge in the game regarding these placements?

In terms of world-building, our goal was to create a sense of progression for all players while also carving out challenging zones for the more dedicated ones. We've incorporated accessibility features to ensure everyone can enjoy the game, but we've also included some hard-to-reach areas with greater rewards for players that dare to take more risks.

4. Why did the team choose to incorporate the Rewind gameplay from Prince of Persia: The Sands of Time into this game? How was its application in puzzles and combat designed?

Our intention was to pay homage to the classic Prince of Persia: The Sands of Time, but we didn't want to replicate the ability as it was. This time, we aimed to create a fresh Rewind feature, giving players control over various aspects. Unlike before, where the Rewind ability simply took everything back in time, in this game, players maintain control over different elements during combat and platforming. They can combine Rewind with other gameplay elements to devise various tactics, adding more dynamism to the game. Our focus has always been on encouraging players to be creative with the ability, and we're delighted to see them using it in diverse ways.

5. When designing game levels, how does the team approach the design of difficulty and the players' sense of challenge? Because we have tried the game and found it quite challenging to pick up.

Finding the ideal difficulty level is always a challenge. What developers might consider acceptable can sometimes be either too hard or too easy for players. That's why conducting multiple playtests is crucial. Designing combat difficulty is relatively simpler, as we have integrated various accessibility features. On the other hand, platforming difficulty is more complex to design. We've introduced helpful features to aid players facing frequent setbacks in platforming. Although some puzzles are really tough, we believe they could offer a satisfying sense of accomplishment when solved, and thus we hope players won't rage-quit too often. Hahaha!

6. Did the team encounter any challenges or difficulties during development? Are there any noteworthy innovations or solutions worth sharing?

The platforming in this game introduces a novel approach not seen in other games. In terms of exploration, we've also introduced an innovative feature allowing players to take a screenshot of a specific part of the map for future reference. Recognizing that many Metroidvania players may quit in frustration when encountering a seemingly impossible level, we aimed to assist them in marking down these challenging levels easily. This way, players can return later to tackle them without wasting time. Other than that, we've implemented two modes of exploration—one with minimal information and another more guided. It's important to clarify that the guided mode doesn't provide all the answers but respects the player's intelligence by simply offering more insights. We've experimented with various elements to make this genre more inclusive and expansive.

7. Are there other particularly memorable experiences during the development process?

If I had to choose one, it would be the first time we witnessed the game's shonen-styled combat animation. Initially, there were doubts about heading in this direction, as envisioning a Prince of Persia game with Japanese animation seemed unusual. However, when we finally saw the results, it felt like the right choice, and we were very satisfied. While there are many other interesting experiences to mention, I recall this one almost like it happened yesterday.

8. What do you consider is the standout feature of Prince of Persia: The Lost Crown, and what kind of experience do you hope players will have when playing the game?

I wouldn't label it as a "feature" but more of a "philosophy." Our game design philosophy is modern as we aim to blend various elements together. We aim to allow players to express themselves and make a multitude of decisions. I think many players are enjoying the game because they have control over various aspects. I believe our commitment to offering players a high degree of freedom of expression is evident in the game, and this will undoubtedly remain the design philosophy for our games to come.

9. If the game sells well, will we see more of Sargon in the future, like in DLCs or possible sequels?

After putting in all this effort, of course we want to carry forward this legacy. Now, we want players to let us know if they are looking forward to more of Sargon and this game.

10. As a final remark, is there anything you'd like to convey to our audiences in South East Asia?

Hello! If I were to offer a piece of advice for the game, I'd suggest diving deep into exploration to reap the rewards. Another tip is to master the "parry" feature, as I've noticed some players not fully utilizing it. Certain combat scenarios might be more challenging than you think if you don't play around the "parry" system. There are numerous surprises waiting for you in the game, so I hope you will thoroughly enjoy playing it.

With that, we conclude our interview session featuring Abdelhak Elguess, the producer of Prince of Persia: The Lost Crown. We want to extend our sincere appreciation to Ubisoft Singapore for facilitating this interview and to producer Abdelhak Elguess for sharing invaluable insights into the game’s development journey.

Prince of Persia: The Lost Crown is now available on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC.

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