00:00Was there a particular moment in KCD1's release that just convinced you, like, okay, yeah, we did it, like, we
00:05made a good game?
00:06I'll actually give you an example, and it's from you guys. It's from PC Gamer.
00:11Oh, great.
00:12We knew that our systems-driven world works because one of you guys thought that somebody has stolen Henry's shoes
00:19while he was on Talmberg.
00:20And we had no system like that in there. The boots just despawned.
00:25But he was really searching around the castle who actually stole the boots.
00:30And he was looking at the clothing of the NPCs.
00:33And this is what we aimed for.
00:34We aimed for the world to be something you would suddenly believe that the world is real and anything can
00:41happen in the game.
00:42I still remember that PC Gamer article.
00:44And for that reason specifically, I pushed for KCD2 that we actually had that system.
00:50So now in KCD2, if you, for example, pass out drunk, they will steal your shoes, they will steal your
00:56cap, and they will start wearing that.
00:58So that was you guys.
01:00I've never been more proud to work here.
01:02I can't lie.
01:03Have a good night.
01:03You're done.
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