News And Announcements
As you know, riding and mounted combat is one of the focal points of our games and we strive to make that aspect as fun and visually appealing as possible. With Bannerlord we have added the ability for players to equip their beloved horses with different kinds of saddles and equine armour. However there was a key piece of equipment that didn’t look as well as it could: reins were left to hang over the horse’s neck in a static, lifeless manner, instead of being held in your character’s calloused hands as they should. This, of course, would not do.
In the past, we have talked several times with 3D artists, and you are already familiar with the kind of work they do in the development of a video game. However, it is not uncommon for an artist in any games development studio, especially in one comparatively small like TaleWorlds, to roll up their sleeves and tackle some other tasks. In this week’s Q&A we talk with Gökhan Şahin, one of our 3D artists, who is currently designing a certain scene – but better he explains it himself!
Bannerlord has many dynamic systems for maintaining most gameplay mechanisms. Horses are a case in point. They are produced in certain villages so there is a steady supply being created each day. These are then purchased (or sometimes looted) by passing armies or carried to town markets to change hands. Horses are also regularly removed from the game when cavalry troops eventually die or desperate parties slaughter them for food.
Mount & Blade games have always primarily focused on the core gameplay mechanics over the visual appeal of the game world. And while this is something which remains true for Bannerlord, we have worked extensively on improving the overall visual quality of the game with the aim of making the experience more immersive and enjoyable for players. In this week’s blog, we would like to talk about one of the improvements we are currently working on, which will help to bring battles to life and will give players a real sense of the gritty and brutal nature of warfare.
In a real-life battle, clever commanders will look for as many advantages as possible: they will try to get the high ground, outnumber their enemies, flank and surround them, strike by surprise… If they could do so, they would only engage battle when odds are overwhelmingly in their favour, so the battle ends even before it begins. Video games, on the other hand, are supposed to be fun – and for that, they need to be fair, especially in multiplayer. If you see yourself in a disadvantaged position, you should be there because of taking the wrong decisions, not because the game failed to find a balance where it’s the one with the best skills who win. In a game with deep gameplay, such as Mount & Blade II: Bannerlord, with so many different factions, troop types, weaponry, terrain, etc., finding that delicate balance is particularly tricky.