We have first reported on The Guild 3 nearly one year ago, at gamescom 2014. Since the article and the complimenting interview with Nordic Games‘ Heinrich Meyer are still very much in demand by our readers, it was only logical to check back on the progress of the game at gamescom 2015. Well, that and the fact that we want the game to be a hit as well, obviously. And since it’s very much in the focus of some key-members on the team, it was even our first presentation this year. Naturally, we brought along a whole batch of new info for you. Only thing that there’s not that much of is new pictures and stuff. (Sorry, I’ve been jotting down notes like hell to keep up!)
So, what’s new?
The most important thing upfront: there won’t be a definite release date in this article. Heinrich Meyer of Nordic Games could not really tell me. So, if that was the only thing you came here for: thanks for stopping by, have a good one.
What we DO have, however, is a whole lot of info about secret societies, game progression and also the map- and scenario-editor. The good stuff really. Some of it was already mentioned in the report of last year’s gamescom, but since it is great to have all info in one spot (and because it’s sometimes important for the bigger picture), it will be mentioned again.
Your typical game in The Guild 3 starts in 1400. The game progresses in real-time – there is no hard transitions from round to round. In contrast to the system of The Guild 2, there’s no „seasonal leaps“ from spring 1401 to summer 1402 and the likes – that makes for a smoother feeling of time-progression.
The Guild 3 offers maps that are much larger than the ones in the predecessor. Cities on the map will consist of so-called „neighbourhoods“. Those neighbourhoods, for example patrician’s quarter or a harbor district, influence what the buildings look like. Naturally, each neighbourhood has certain characteristics of its economy, crime-rate and general events. Those districts aren’t static, they change over the course of the game. Your actions, and those of the AI in the game, influence them. If you play a thief and manage to get a foothold in a patrician neighboorhood, this district can change and deteriorate. These districts don’t only differ in the building-style, though. You get a typical, medieval town-structure. The richer districts are on higher ground in the center, the peasantry in the outer circles.
Should your city be „full“ in the sense that all pre-determined districts are nearly fully developed, new streets will be built over time and new neighbourhoods emerge. Naturally, you can influence the city by your actions – and it will be influenced by events in the game world, for example wars. Those events can have positive and negative impacts on your city’s development. Those wars happen outside of the visible map – you can see military units walk through and you’ll notice the influence on your city, but the battles themselves are not visible: „The Guild 3 is not a wargame.“
Edit: In the German version of the article, we originally wrote that refugees of war have an influence on your city-growth. While not exactly incorrect, it was not accurate enough and therefore corrected.