Translating a game from PC to console isn’t a walk in the park, especially when it comes to genres that traditionally call the PC home. It’s like sailing across unfamiliar seas—aiming to arrive with all passengers intact, yet some usually go overboard. However, for Dune Awakening, the developers have crafted it “with a controller in mind,” promising a smoother journey across platforms.
That said, we’re still in the dark about when the game will grace our consoles. The PC launch, believed to precede console versions, remains shrouded in mystery, too. To shed some light on the behind-the-scenes magic of transitioning games across platforms, I caught up with Nils Ryborg. Serving as a producer on Dune Awakening, Ryborg brings a wealth of knowledge from his days working on the console adaptation of Pillars of Eternity at Paradox, offering a sneak peek into this intricate effort.
Reflecting on past challenges, Ryborg recalled, “The struggle with Pillars of Eternity was real. We invested loads of time into figuring out the user experience, taking a few cues from action RPGs, especially in character movement.” He added with a chuckle, “It’s a deeply tactical game, and controllers do limit you. We ended up designing AI architects to help NPCs make smarter choices, giving players a bit more control over them.”
Continuing on, he explained, “We simplified character movement, making quick decision-making and real-time combat more intuitive. Yet, we preserved the pause mechanisms that let players execute complex strategies. Plus, we tackled basic UX elements like button cycling. The goal was shifting towards an ARPG vibe without losing the tactical essence.”
So, while that was Paradox’s approach, how does Funcom stack up? Did they encounter the same hurdles, or tread a smoother path?
“Starting with a console-first design is genuinely simpler,” Ryborg noted. “It naturally transitions back to PC far easier than taking a PC-exclusive and shoehorning it onto a console. We built it from the ground up with a controller’s specifics in mind.”
Even though PC takes precedence at launch, Ryborg reassures, “We’re geared up for a great PC setup. The console version, UX-wise, won’t be a worry. It’s mostly the usual tech constraints—console hardware has its quirks. But it should run smoothly without overwhelming users with complexity.”
So, while console gamers eyeing Dune Awakening still need to wait patiently, there’s a silver lining. When their version finally arrives, it’s bound to offer an experience closely mirroring that of their PC pals.