Мистер Мулиньё делится результатами производства Black & White:
I wanted the game to be more flexible, more open, and more attractive than anything I'd ever played. I was determined that the player could do almost anything he or she wanted. Instead of leading players deeper into a world of levels and testing them with tougher and tougher monsters, I wanted players to be engaged by the story but to take it at their own pace and decide which bits to tackle and when to tackle them.
Читать