Transferring a game from PC to consoles is no small feat, particularly when you’re dealing with genres typically rooted in the PC world. The tricky part is to navigate this transition without losing any crucial elements. However, Dune Awakening has tackled this challenge head-on by being “designed with a controller in mind.”
Despite this attention to detail, there’s still no word on when the console version will hit the shelves. In fact, even the PC release date, which we know will precede the console version, is shrouded in mystery. To shed light on considerations that were made for this multi-platform endeavor, I had a chat with Nils Ryborg. Ryborg, a producer on Dune Awakening, has a wealth of experience from his stint at Funcom and previously working on the console port of Pillars of Eternity at Paradox. He shared some fascinating insights into the intricacies of the process.
Reflecting on his past work, Nils recalled, “The challenge with Pillars of Eternity was, quite frankly, considerable. We spent considerable effort nailing down the UX and even drew some inspiration from action RPGs, particularly in terms of movement.” He elaborated, “Given that it’s fundamentally a tactical game, controller limitations were a real hurdle. We devised AI architects to enhance NPC decision-making and allow players to exert some direction.”
Ryborg went on, “We revamped things to ease character navigation, facilitate swifter decision-making, and enhance real-time combat efficiency. Simultaneously, we retained mechanics that let players pause and unwind more complex strategies. Plus, there were the usual UX tweaks like better button cycling. The core shift was angling towards an ARPG essence while preserving the tactical depth we could.”
So that was the approach Paradox took. But what about Funcom? Did they tackle the transition the same way, or was there a different strategy at play to smooth the process?
“Initiating a game with a console-first mindset definitely simplifies things,” Ryborg said. “A lot of those elements transition back to PC effortlessly. It’s when you start with a PC-exclusive model, reliant on mouse and keyboard, that things become tricky to adapt. That’s why we’ve approached this from the get-go with controllers in mind.”
“Of course, our PC launch is the initial step,” he continued. “We’ll have a solid setup there, but I’m not overly worried about the console UX. It’s your standard tech constraints, like hardware limitations, that need addressing to ensure smooth performance and simplicity.”
For now, console players eager for Dune Awakening will have to hold tight. While more information about its release might be pending, they can take comfort knowing that their version will remain largely consistent with the PC experience.