Connor & Griffepic
I’ve been poring over medieval siege tactics for my latest book, and I’m curious how developers like you balance realism with fun when you design those big, castle‑in‑the‑sky levels. How do you decide what to keep true to history and what to tweak for gameplay?
It’s a weird dance, honestly. I start with the skeleton of the siege—real siege engines, the weight of a trebuchet, the physics of a battering ram—because those feel authentic. Then I test a handful of iterations, seeing where the pacing stalls or feels too linear, and that’s when I tweak things: maybe add a hidden catapult that only works at night or give the castle a secret tunnel that lets a player sneak in. I keep the core mechanics true but let the fun bits slide in where the story needs a bit of magic.
That approach makes sense; you’re keeping the foundation solid while letting the narrative breathe. In my own work I often feel the same pull—if the stone walls don’t feel right, the whole story shivers. How do you handle the moment when a historical detail clashes with a twist you want to explore? Do you adjust the fact or find a plausible loophole in the past?