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Ori and the will of the wisps gameplay6/15/2023 I have to be honest - I wasn’t sure if the organisation would hold up, but it actually has, and I think it’s because of everything that we learnt on the first game about making a title with no central office location. On the first game, at its peak, the team was about 20, and now we’re up to about 80. I think one of the biggest things is that the team is bigger from the first game to the second. But, that’s a relatively small challenge to overcome. Obviously, there are challenges with it being globally distributed organising meetings is quite difficult because someone is going to have to get up early at some point. When you don’t have a centralised studio, you need people who are self-motivated and when content is coming in like that, that adds to the self-motivation. It can be very, very motivating to wake up and see a cool update that’s been added to the game. It’s really cool for anyone working on the game, no matter where they are on the globe. Which is great because when I wake up, I wake up to a bunch of updates. If someone’s in Australia working, someone in America is probably not likely to be working on the game. Gareth Coker: I think one of the biggest benefits of a decentralised studio structure is that someone is working on the game at any time. Has this changed at all for Will of the Wisps, and how has advances in technology impacted your work? One of the more unique parts of the first Ori was how it was developed through a decentralized studio structure with remote workers all over the world. And for more on Will of the Wisps, check out GameSpot's recent preview that explains how the sequel attaches you to its world in a way the original didn't. ![]() You can read the full interview below below. "I think Game Pass is a great vehicle to get what we’ve created into more gamers’ hands and, ultimately, I think it's really healthy for the Ori IP, it’s really healthy for Moon, it’s really healthy for Xbox, for more people to play Ori," he said. Smith also speaks about what the power of the Xbox One X allows Ori and the Will Wisps to achieve technically and creatively, while he also discusses the impact of Xbox Game Pass on the title. In the interview, the developers speak about the unique development structure, where the story idea for the sequel came from, what makes the music so compelling, and lots more. In the lead-up to Will of the Wisps' release next month, GameSpot caught up with executive producer Daniel Smith and composer Gareth Coker to learn more about the ambitious project. Now Playing: Ori And The Will Of The Wisps - First 20 Minutes Of Gameplay By clicking 'enter', you agree to GameSpot's
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