![]() ![]() Was having three versions of Rufus always planned to be in the third part, or did you say after Chaos “Okay, we’ve got to go bigger!”?Īctually, it wasn’t planned for the third part. It was a lot of effort we put in there, but in my opinion we really succeeded, and maybe even went over the top a little there, because there are so many new crazy ideas in the third part, my own feeling playing the third game, it really feels as if you are playing two Deponia parts in a row because there’s so much craziness going on! Different from the second part – there’s a lot more story wise going on – but you still get a lot of time to enjoy the Deponia madness, and that’s something that was quite important to me. We had multiple tasks at one time as well, and that’s something I wanted to echo in the third part as well, as in the original design there was one such big part, so I had to include that in the third one as well, and I think we found a brilliant way to do that which was fitting not only with the other two parts but also what I had in mind with what I wanted to do with the third part. So, the second part was already four chapters, two bigger parts and one of those was gigantic the Floating Black Market was a huge location where you can really freely take your time to go around and take your own tempo with which you wanted to solve the puzzles. ![]() In the first part we had mainly one big chapter, and in the end chapter one was so big we had three chapters in all. Luckily I can say now that we achieved that, we re-designed all the puzzles in the game so again like in the first two parts we had two bigger chapters surrounding smaller chapters. Still, I wanted the third part to be better than the second part, so I had to go into this re-design phase, and make more in the third part than I did in the parts before. ![]() This time around I took half a year again to re-design the third part of Deponia because I recognised that okay, the second part of Deponia, I was really proud of that, I was very proud of what we did there. When I wrote the first two games more and more threads were visible than I first anticipated that were important for the story, so I had more open threads at the end of the second story to knot together in the third part. I just needed this character more in the game, so we included her in the second part as well. More and more the focus on the game shifted a little bit, some of them became more important, for example it was clear to me after the first part to give Rufus’ ex-girlfriend Toni a bigger role in the second and third part, because she was just so important to the story and such an important attitude to wrap some of Rufus’… special character traits against. But of course, as things tend to do, Deponia evolved quite quickly we had to re-design the game a little bit because we wanted every single part to be playable on their own, inserted endings that had to have little cliffhangers tied to them because the whole story of Deponia didn’t come to an end, we introduced characters to the world and it was in the production phase that I wrote all the dialogue for the characters. So we had to split up the puzzle designs into all three parts when we started production of the first game. With the Deponia series finally drawing to an end, I grabbed hold of the Daedalic wunderkind ‘Poki’, the creator of both Deponia and the Edna & Harvey series, with a view to grilling him on the long-awaited final chapter, whether he could put up with two clones of himself, and why the entire series is just an extended metaphor.Īs ‘Goodbye Deponia’ is the third entry in the series, how did you use Chaos on Deponia as the springboard to writing this final chapter?įirst I have to say that originally, a couple of years ago now, when I came up with the idea of Deponia I had the mind to make one single, big game called Deponia, but they made the mistake of giving me a year to come up with the concept, and when they let me out of the cellar I had collected so many ideas it was really impossible to fit all of them into one single game. ![]()
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