Terry Pratchett's Discworld: 9 Steps To Create The Perfect Game

9. Choosing The Perfect Genre

Terry Pratchett/Corgi BooksTerry Pratchett/Corgi BooksWith great power comes great responsibility, right? Right. Game developers these days have more power at their disposal than ever before - even the new batch of home consoles, which might not be the dramatic upgrade we hoped for, are lightyears ahead of the technology available when the last Discworld title was released. So, by that rationale, these developers now have a responsibility to deliver a new Discworld title that is dripping with syrupy awesomeness. This new technology opens up opportunities to bring the Discworld brand to a more expansive genre - the open world adventure. We have the technology to create believable, immersive game worlds where the player can run rampant. If the Xbox 360 and PS3 could handle a world like Skyrim, imagine what the new consoles and current gen PCs could pull off. The ideas pitched to the Pratchett dynasty so far may not have hit the mark - "Some included Vimes on perpetual fetch quests", quipped Rhianna, "Others talked about the great 'Diskworld'" - but in the right hands we could see a fantasy epic laced with savage wit, draped over a stunningly realised open world adventure setting. The other option would be a modern take on the point & click adventure, perhaps a more grandiose Discworld rendition of the brilliant The Walking Dead episodic affair. But who could we entrust to make this happen?
Contributor
Contributor

Game-obsessed since the moment I could twiddle both thumbs independently. Equally enthralled by all the genres of music that your parents warned you about.