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One example of this would be the mandate that enemies not use language or build anything that would make them seem like they had more than animal intelligence. The end result, is that the game was a little more bland and generic in some respects than it should have been and the game world didn’t do much to convey a sense of danger. We were building a game with relatively complicated and hardcore gameplay systems but trying to make it thematically and visually appealing to as wide a casual audience as possible. I was literally told by one of the higher-ups that the game should be designed so that his grandmother would want to play it (even though his grandmother had never played a game before in her life). There seemed to be a constant fear during the development of Titan Quest about upsetting this or that segment of the audience or someone’s grandmother. Mainly, I’m just saying that we should have been a bit bolder in our decision making and advertising of the game. When I say “sexier” like God of War, I’m speaking figuratively and not talking about actual sexual content and I’m not advocating that it should have been like God of War. What I really mean, is thematically darker.
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Often when I talk about making the game darker, people assume I mean visually darker. We may agree to disagree or, perhaps, it may be just a misunderstanding based on an imprecise communication of ideas on my part.
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