Many thanks for this cool stuff! I´m shure that it took you some time.
I always felt like "how did they get this big thing to life...out of nothing?" To me there wasn´t satisfieing statements about it.
The game doesn´t leave one alone who played it once so it´s pretty cool to get this background-information. I think you can call it "short-documentary".
Thx!
And yeah, I´m really looking forward for the next episode!
PS. I credited the Piranhas for helping me creating this episode but it is in Polish, so I would like to do it once again here. If it hadn't been for Michael Rüve and Björn Pankratz, I wouldn't have so much useful information. Kudos to them!
Und wieder (wie schon in #3) die Untertitel (englisch) Gothic_in_a_Nutshell_2_srt_en.txt und eingeklappt, ohne Zeitstempel zum leichteren Lesen:
Spoiler:(zum lesen bitte Text markieren)
After the release of Gothic, Piranha Bytes didn’t wait
long before broadening their game
portfolio. After the departure of the three Mad Scientists,
the rest of the team was divided in two.
Team one, commanded by Alex Brüggemann
and Stefan Nyul, was posted to create an
AddOn for Gothic. In June 2001, on the two
biggest German Gothic-oriented forums,
the developers started asking the fans for
ideas that could be implemented in the upcoming title.
The submission period only lasted a week
but the response was great anyway. The team
was ready to work on the AddOn. Team two,
guided by Mike Hoge and his longtime friend,
more and more interested
in game design Björn Pankratz,
started working on completely new project
- a shooter heavily focused on the story,
something similiar to Deus Ex. That project, however, never left the
concept phase. After months of working
on the base for a new game, team two
realised they would rather just create something
they had already known. They decided Gothic 2
would not be such a bad idea and in the
late summer of 2001 it was clear that the a sequel to
the successful Gothic series will be the studio’s next project. This event perfectly coincided
with a time of great prosperity of Piranha Bytes’
mother company - Phenomedia AG. The turn
of the century is a period known to the economists as the dot-com
bubble. Companies from the Internet sector,
such as Phenomedia, being a part of the World Wide Web trend,
appeared very seductive to the investors,
even though they didn’t appear to have any serious income
or an idea for a business model. Due to this state of affairs,
the mother company of Piranha Bytes was at one point valued at 400 million euros.
And it took advantage of the situation while it lasted. It was then, on the 14th of
August 2001, that it signed a deal for international
distribution of games with the Austrian JoWood. The contract amounted to
9 titles, including some for the PlayStation 2 and Xbox consoles,
and among the announced games was a sequel to Gothic.
The Phenomedia management wanted to exceed their
new partner’s expectations, so they
decided that the works on the AddOn would be stopped,
a part of team one would be merged into a department of
the mother company, and the rest would join
team two and help with the sequel. The whole efforts of
Piranha Bytes were now to be focused on Gothic 2. As a side effect,
of the four founders of the company, only one remained to work on the
sequel - Mike Hoge.
Tom Putzki had reduced his input to managing public relations
at the time. In the meantime, two programmers
who were also Gothic fans, hiding behind nicknames
NicoDe and Pyrox, started working out the data structures
used in Gothic, developing simple modding
tools for the game. They exchanged information
on the same forum that the Piranha Bytes used to
keep in touch with the fans, so
an official support for the efforts of the young programmers
was just a matter of time. A combination of their
tools with an advanced modding toolkit provided by
the studio was a great chance for the fans of tinkering with games
- Gothic was very easy to mod.
Nico, in reward for his accomplishments, was invited to
Bochum, where after a talk with Alex Bruggemann
he agreed to join the team as a programmer
and help enhance the ZenGine.
But ZenGine was not the only engine that
Piranha Bytes had a hand in. Not so long after
Phenomedia acquired Piranha Bytes, back in 1999,
the German developer bought a small but
successful company named CodeCult. It was slowly
working on developing its own advanced graphic engine
known as CodeCreatures. The secret project
Zerberus was based on this very engine.
The companies supported each other -
CodeCult programmers helped Piranha Bytes with
their games whenever they could and Piranha Bytes’ graphics,
for example, helped prepare a benchmark for the engine,
published back in 2002. It was about time
to finally find a CEO, someone who
would take good care of legal, administration and finances.
Michael Rüve, the head of IT at Phenomedia at
the time, was the best choice. He was already
known to the Piranhas - he was a highschool friend
of Michael Hoge, they also played football
and tabletop RPGs with Björn Pankratz
long before they ended up in the same company.
Rüve also did some programming work
on project Zerberus.
Thanks to his experience and devotion to the job, he did great as the CEO -
so great he keeps this position to this day. Armed with the much needed
experience after the prolonged development
process of Gothic, its authors were
a much better team that knew how to use
its strengths. Although at times there were more, the core of the team
that worked on Gothic 2 was just
13 people. The head of story and design for
the sequel was the veteran,
Mike Hoge, but his friend
Björn Pankratz helped him a lot. When it came to create
a sequel to Gothic, the main problem was
the technology. The Piranhas had the ZenGine
and programmers who could easily use it
to create anything they were asked to. Changing the engine would be a
hard time for them. Phenomedia did propose using
CodeCreatures for Gothic 2, in order to
show off the abilities of the German
programmers, but the engine was not ready at the time
and the idea was not feasible.
The final decision was to use an enhanced
version of ZenGine as a base for the sequel.
The Piranhas knew they would have to act fast
in order to get the game out before
the technological leap in the competition’s games makes their
new title look simply old, taking toll on the sales.
That is how 11 months of strong effort of
the small studio started. The creators, learning from experience,
decided not to give away any details or previews, not even interviews about the game,
before they had a serious base for it. The beauty
of the first Gothic came from the fact that an inexperienced team,
thanks to a combination of ingenuity and a lot of
luck, managed to create a game that was a breath
of fresh air for the fantasy genre despite its flaws.
Mike Hoge created the Sleeper
for Gothic because, among other things,
he didn’t feel like putting boring dragons in his game.
The challenge for the sequel was to outdo the main boss
of the first game and create something even nastier. The creators were in
deadlock - the Sleeper appeared to them as an
ideal antagonist, nothing better came to their heads.
The fans didn’t help either. They kept talking about dragons
on the forums. Most of the fantasy books, films and games also
had their own dragons - it was a trend
of a sort. Time was of the essence, they couldn’t
wait much longer, a main boss had to be chosen.
The creators’ reluctance to the winged beasts
slowly faded out. The final decision was, as
everything was directing them to the dragons,
to surrender and implement one in the game.
But the fire-breathing beast had to have a little twist, Piranha Bytes style.
For example it would be nice to talk
to the creature. That would make sense and
help develop the plot, explain who the hero was
fighting with. Among other ideas,
flying on the dragon across the land was proposed, but due to
technical limitation that concept never came to
life. Satisfied with their talking boss,
its creators decided that stopping at
one dragon would be a waste of their efforts.
That is how the other dragons came to life
- the red one, green one, brown one and the white one. The first
Gothic gave the players a chance to visit a small, vibrant
world packed with content. The sequel expands
the field of play and centers it around the city of
Khorinis. That was the biggest goal for the
programmers and designers to create. The city is
much bigger, densely populated and
complicated than any camp in the
Colony, so its creation was an accordingly bigger challenge.
The race with time and
own abilities went on. The Piranhas worked 16 hours
a day, going back home only to get a few
hours of sleep and then get to work again.
That is how, after only a few months,
in January 2002, the first screenshots from
Gothic 2 were published, along with an extensive
description of the world and features that were to be found in the sequel.
Surprisingly, they they weren’t much different from the
game we know today. In March of the same year,
news of a console port of the first Gothic -
for Xbox and Gamecube - had arisen. The release of the first one
was supposed to be scheduled for November 2002,
while the second one was to be available for the fans around the 3. quarter of 2003.
It was all a claptrap, however, created by the publisher
to look good to the investors. Gothic was created with the
keyboard in mind, not the console controllers. The ZenGine was definitely
not ready to run on anything else
than PCs. Although similar mentions of console ports
were later used by the publisher in context of Gothic 2,
again they were all vain.
Such ports would require lots
of work that wasn’t
feasible at the time. Gothic remained
PC exclusive. Unfortunately being a
subsidiary of a greater stock market corporation,
such as Phenomedia,
has to sometimes take its toll.
When the Dot-com bubble bursted and it turned out
that the estimated value of the company is much, much
lower than expected, in May 2002 it went
into administration. The court assigned a new supervisor for the company,
who was responsible of
handling its estate so that it can pay the debts and function
as well as possible. Thanks to that,
projects of Phenomedia’s subsidiaries
were still financed for the next few months,
including Gothic 2, which was shown on E3
2002 in Los Angeles at the time, and was appreciated
by the public. Gothic 2 was doing well.
In an interview for Krawall.de from June 2002,
Mike Hoge revealed that the game could be ready even in
summer, hadn’t it been for the turbulence around
the mother company. A safe German release date of
Autumn 2002 was therefore set. The relationship between Phenomedia
and Piranha Bytes didn’t last much longer. Around
August, insolvency proceedings of the
mother company had started. Deserting the sinking ship through
management buy-out,
management buy-out,
Piranha Bytes moved under
the aegis of the newly formed in September 2002 Pluto 13 GmbH.
They left the scandal behind and finally had
the freedom of choice, without a mother company
overlooking their every move. The only thing Piranhas needed
was the money. JoWood,
even though the agreement they had with Phenomedia didn’t matter anymore,
still wanted to publish Gothic,
so a new agreement was created.
The Austrian publisher gained rights to
publish Gothic 2, an AddOn and further
sequels, while the Piranha Bytes kept the rights to
develop these titles if they chose to do so. There wasn’t much time left
until the release. On the 27th of September a final date was set
- to friday, the 29th of November 2002. All the mechanics
and graphics of the game were ready, missions and dialogs
were prepared, voice actors were recording
in the studio. On the 11th of November the game
went gold - it was sent to the factory to be pressed into discs. Chances were, they game would
finally hit the shelves. But it was not the case that time.
On the 14th of November a financial statement
of the publisher, JoWood, came out. It stated that, partially due to the burst
of the Dot-com bubble, the company had over 4 million euro of loss
in just the third quarter of the year. The management had to act
quickly, and so it did, starting a restructuration process in the
company. A spectre loomed over Gothic -
will the publisher, and more precisely its responsible
for distribution subsidiary, Leisuresoft, manage to get
the game to the stores? The long awaited
friday finally came and… brought only disappointment.
Gothic 2 was nowhere to be seen on the shelves. Rumors about a
delay of the game started to spread. As it turned out later,
it wasn’t until a day before the release that JoWood signed
an agreement with Koch Media to help with the
distribution of the product. It was simply too late
to get the boxes to stores all around Germany. To the relief
of the fans, the boxes started to appear
in shops in the next few days, even a special website
listing Gothic 2’s availability in various
places was created for that occasion. Gothic
fans finally had their longed-for game in
their hands. Gothic 2 starts exactly where
the first part had ended.
The moment the Sleeper is destroyed, the Nameless hero
figures out the temple is about to
collapse. Despite his attempts to escape, he is crushed
by the rocks. In the meantime, the barrier dissolves, letting a bunch of ex-convicts
escape through the mountain pass to the area of the
city of Khorinis. Xardas does the same thing. In just one
night, using his summoned demons,
he raises a new tower near the town. For the next
30 days he does his best to rescue the hero. He doesn’t do it because
he likes him, but because the world needs
saving again and only the Nameless hero, the chosen one, can
do it. Thanks to the magic ore armour that
the hero wore during the final showdown with the Sleeper, he managed to get out of it alive.
A month under the rocks made him much, much weaker, but Xardas
successfully teleports him to his new tower
and informs him about the situation, letting him know about new plans.
As it turns out, the Sleeper was merely
banished from the world, and in his last scream
he summoned a bunch of vile beasts to the Valley of Mines,
including dragons. However, the Necromant suspects even those
mythical creatures aren’t the ultimate
danger and something even more powerful
directs them, so he tells the Nameless hero to go and talk to the dragons.
In the meantime, the king’s army reportedly
started to lose the war with the Orcs, so the king
needs the magic ore like never before. He sends a
division of his paladins to Khorinis to fight their way
to the now overtaken by Orcs Valley of Mines
and oversee the mining. They are later meant to gather crates
full of ore, load them on their
ship and get back to the continent. The hero is therefore asked to
go to Lord Hagen, the leader of paladins, and get the Eye of Innos
- an artifact that forces the dragons to
obey its user. To do that, however,
he first has to join one of the three groups.
To the militia that oversees law and order
in the harbour city of Khorinis, to the fire mages, servants of
the god Innos, from the monastery in the north, or to mercenaries
from the Onar’s farm, consisting of a few ex-New Campers.
After questioning and killing
all the dragons on the island, Xardas’ thesis is confirmed
- the dragons were lead by another, much
stronger being - the Undead Dragon. The Nameless hero
gathers his friends and sails off to
destroy him too. After that, they all set off
to the continent. Gothic 2 focuses a lot more
of its attention on the mythology of the world.
In the first part the players could hear about three gods -
Adanos, Innos and Beliar, whose followers -
accordingly Water Mages, Fire Mages and the Necromant
Xardas, the hero met under the barrier. The sequel
expands on that, although it does it in a mysterious
way. As it turns out,
the hero was the chosen one of the oldest of Gods,
Innos, the personification of goodness, from the beginning.
The Undead Dragon was an avatar of Beliar. Together with the unfolding
of the plot, Xardas discovered that the Nameless hero
is in fact the chosen one of all three gods and to add to that,
an avatar of Adanos - the god of balance. Although it all sounds
silly and convoluted, it’s a prologue to a
much bigger story about the fight between gods, that
was yet to come in the sequel. Gothic 2 fixed a lot
of flaws of the first part and polished the aspects
that were the fans least favourites. The inventory and barter had been rearranged,
the jump animation was changed, and a
sensible support for the mouse was finally implemented.
The biggest change in the behaviour
of the NPCs in the sequel was the fact that they finally
had memory. In the first part it was possible to
start a fight with any character and as long as
the player beat them or ran away far enough,
no consequences were drawn.
no consequences were drawn.
It could be explained story-wise, as the
action took place in a penal colony full of convicts who only cared about their
own business. In a game that partially takes place in a city
overseen by royal paladins, every
fight has its toll - the hero’s offenses
are reported to the chief of the militia.
Gothic 2, unlike the first one, was a
finished game. Before reaching the gold status it was
thoroughly tested by two independent teams, making sure that
no serious bugs slip through to the final version of the game.
The short development period had its toll on
just a few aspects of the game. For example
it’s easy to see that the Valley of Mines was
cut in half by the Orc palisade,
behind which the enemy was reportedly
regrouping.
It prohibited the player to visit
the Swamp Camp and many
other locations from the first game.
The true reason for the cut is much simpler - thanks to the palisade
the graphic artists had less work redesigning the Valley. That is also
why the swamp dragon was located not in the place
that fans would expect, the Swamp Camp,
but somewhere totally different.
Speaking of dragons, they
were very difficult to implement in the game
due to their big and irregular
3D models. Interaction between the hero and other
characters can only happen in clearly defined circumstances
and the pivot point of each model has to be between
the character’s feet. The dragons were supposed to be able
to talk to the hero, so the graphic artists and programmers
did their best to force them to do that,
working with the limitations they had.
In the final version of the game we can see the problem
was solved by adding a short animation during
which the dragon backs out and squats a little.
Although the team responsible for Gothic 2 devoted a lot of effort into
the project, they did not really believe the game would reach success. The sequel had a few
interesting features and developed the story well
but it did not appeal to its makers that much
- they didn’t think many people would buy it.
To their surprise and delight,
Gothic 2 turned out to be a huge
success, selling 100 000 copies before
its international release. It was one
of the saviors of JoWood, which was
in financial troubles at the time. Polish fans didn’t
have to wait long for their own version of the sequel.
Similarly to the first game, the localisation was
overseen by CD Projekt.
Some of the actors reprised their roles, including
Jacek Mikołajczak, but unfortunately
some of them, including 3 out of 4 hero’s
good friends had their voice actors changed.
All in all, after its release on
the 16th of April 2003, the polonisation
was received very well.
Because, despite minor problems, the relationship between Piranha Bytes and
the publisher was good, new agreements for Gothic 3
and Gothic 2 AddOn were signed. Most of the team was moved
to slowly start works on the third installment,
while 5 people under the commandment of Bjorn Pankratz
started the very short development process of the AddOn. It was announced in January
2003 and was meant
to upkeep the company’s liquidity.
Once again the Piranha Bytes asked its fans for
suggestions, this time making sure they were going to be
realised. In the meantime, thanks to the good
performance of Gothic 2 on the market, Pluto 13 had the money
to think about development of their business.
In Spring 2003 they finally left the old Phenomedia
offices and moved to the nearby
Essen, where they rented a terrace house
and set up a studio. They use it up to
this day. The works on the AddOn went very
quickly because the small team used assets that were already created,
but never used before.
As an example, the green textures of the Prairie Scavengers were
made during works on the
AddOn to the first Gothic. In March 2003
a rumour appeared that the game would be released
on the 31st of May.
It soon turned out to be false,
and the publisher, JoWood, announced the release for the late
June or early August. Soon everything
clarified. The AddOn was to be titled “Die Nacht des Raben”,
it had a blue and mysterious
cover and the release date was set to
22 August 2003. This time everything
went right, the game hit the shelves
and the most hardcore Gothic fans were left speechless.
The game with the AddOn was much more difficult
- its level was way above the normal range set by
the main game, but it rewarded the more experienced
players who learned how to survive
in the world of Gothic.
In addition to that, it tried to tie up all loose ends of
the story, featuring a bunch of old friends from the first part of the game, an engaging
storyline and a whole new piece of land to explore.
The non-german speaking
fans of the series were not to learn about all this
too quickly. It took a year for CD Projekt
to decide to put The Night of The Raven
in its publishing schedule. On the 6 May 2004 it was
announced that the AddOn would come out in
Poland on the 15 July. Even though it might seem late, it was still
going to be the first non-german release. The release got quickly
postponed. First to August
and then, reportedly due to some licensing problems with
JoWood, to the first quarter of 2005.
It finally came out on 20 January 2005,
17 months after the German release. After so much time,
it wasn’t even a perfect localisation. Part of the cast
didn’t reprise their roles which resulted in a noticable
difference between some character’s dialogues.
Nevertheless, the Poles had the game in their
hands, unlike the Americans,
who had to wait until the December 2005.
The main game was needed to run the AddOn.
A new game had to be started, as the AddOn’s
story intertwines with the previously created one. At the beginning,
Xardas tells the hero about a new danger lurking in
an unknown part of the island - Jarkendhar - where
the anger of Beliar summoned a powerful artifact, a sword
named Claw of Beliar.
People commanded by an ex-magnate named
Raven try to get it, desecrating
old Adanos temples that they find,
but also hiring pirates to capture people from
the city. Those slaves are later forced to
work in a gold mine. A group
of Water Mages is trying to find and activate a
portal that could help them reach
the cut off part of the island. They carry out an
excavation in the old ruins. The Nameless hero
helps them, and when they finally manage to get through to
Jarkendhar, he infiltrates the Raven’s bandits,
meeting a lot of old friends from under the barrier,
then reaches Raven, kills
him and retrieves the Claw of Beliar. It is the player choice what to do
with it - he may either choose to keep it and use it,
or destroy it. But The Night of the Raven
is not a mere story expansion. Because the fans were malcontent
about Gothic 2’s difficulty
level, the developers decided to fiddle with the balance of the AddOn.
A comparison of weapons will be the best indication of that change
- the best sword in the main game dealt
110 damage while requiring 100 points of strength.
In the AddOn the very same requires
160 points of strength and deals 180 points of damage.
The Night of the Raven changed everything. The monsters were more powerful,
not always compensating the difficulty of the fight with a proportional amount
of experience points. Each learning point was
almost priceless, the players couldn’t spend them too
recklessly, otherwise they could have problems with
getting through some parts of the game. The fact that
the cost of learning raised along
with the development of each skill didn’t help. In order
to become a master in one field, the player
had to spend even more learning points. As a compensation,
the game featured stone tables of the elders that, after
reading, added permanently to the hero’s stats.
But of course reading had to
be learned too. After installing
the Polish version of the AddOn,
the playes could find another program in the files. A level editor.
The Germans had to download it from the Internet,
where it was released in April 2004. Once again
the developers gave their fans lots of fun,
prolonging the life of their game.
After the release of The Night of the Raven Piranha Bytes kept a low profile, but
that doesn’t mean they didn’t work on any games. Together with the publisher,
they started to look for a subcontractor that could create
another AddOn for the sequel. Unfortunately none of the chosen studios reached
the expectations of Piranha Bytes
and it was decided that The Night of the Raven would
be the only AddOn. In the late February 2004 the publisher,
in a report for the previous year, denied any speculations
about any possible AddOn to Gothic 2. The whole attention
of the studio was now focused on Gothic 3. The fans
had to wait until April of the same year for
new information about a fully-fledged successor to Gothic 2.
That is when Kai Rosenkranz, in an interview for World of Gothic,
revealed that the next part is trully
in the making. Its development process, however,
is going to be described in the next episode of Gothic …in a nutshell.
ich war - wie eigentlich jeder hier - sehr begeistert von den Videos "Gothic in a Nutshell".
Schon nachdem ich das erste gesehen hatte, wollte ich gerne eine Übersetzung beisteuern, habe mich aber nicht aufraffen können. Mit der Veröffentlichung des zweiten Teils, kam auch meine Motivation :-P
Ich habe mich schon mit Jan in Verbindung gesetzt und sehr viel mit ihm ausgetauscht. Heute bin ich mit der Übersetzung des ersten Teils fertig geworden und freue mich über kritische Begutachtungen. Wenn jemand von euch die Zeit findet meinen Text zu lesen, würde ich mich sehr über Verbesserungen und Anregungen freuen. Die deutsche und englische Version findet ihr hier: english german
Außerdem plane ich auch meine Stimme für eine deutsche Vertonung zur Verfügung zu stellen. Allerdings bedarf es hier noch etwas Planung und Jan und ich wollen eins nach dem anderen machen.
Ich freue mich auf eure Kommentare, mit besten Grüßen
hanno
"Hey, Mann! Neu hier? Dich hab' ich hier noch nie gesehen. Wenn du nichts dagegen hast, komme ich ein Stück mit. Du kannst sicher einen Freund brauchen."
Muss mich dem Lob anschließen. Eine wirklich großartige Arbeit unserer polnischen Jungs.
Und für die Übersetzungsarbeiten hier im Forum, meine Hochachtung und ein dankbares Kompliment.
Sollte es einmal eine Version mit deutscher Sprachausgabe geben…ja, das wäre das i-Tüpfelchen
wie schon im Post von ARHNJohnny zu lesen ist, es gibt jetzt eine Version von "Gothic 1 in a Nutshell" mit deutschen Untertiteln. Ein großes Dankeschön an Johnny für das Video und Revan335 für die vielen Korrekturen. (Wenn ihr noch mehr Fehler findet, lasst es mich bitte wissen!)
Außerdem braucht Johnny, der gerade am dritten Teil von Gothic in a Nutshell arbeitet, eure Hilfe. Es gibt auf den DVDs der PC Games 06/2005 und PC Aktion 06/2005 aller erstes Material zu Gothic 3, was wunderbar in das nächste Video passen würde. Wir haben schon Ebay bemüht und das Internet durchforstet. Leider ohne Erfolg. Also: Falls ihr, oder ein Bekannter von euch, zufällig die Hefte und DVDs irgendwo im Schrank liegen habt/hat, meldet euch bitte. Wäre doch toll wenn dieses aller erste Gothic 3 Material auch seinen Weg zu Gothic in a Nutshell finden würde.
Vielen Dank für eure Hilfe.
hanno, i.A. ARHNJohnny
lange habe ich nichts von mir hören lassen. (Wie jeder habe auch ich Familie, Arbeit und andere Dinge zu tun...)
Trotzdem wollte ich es mir nicht nehmen lassen auch den zweiten Teil der Serie "Gothic in a Nutshell" zu übersetzen. Ich bin gerade eben mit dem ersten Durchlauf fertig geworden, der sich allerdings noch so holprig ließt, dass ich mich nicht traue ihn zu veröffentlichen :-D Nichtsdestotrotz suche ich wieder motivierte Helfer, am besten mit guten Rechtschreibkenntnissen - meine sind eher bescheiden, die mich bei der Suche nach Fehlern unterstützen.
Ich freue mich auf eure Hilfe und verbleibe
mit den besten Wünschen,
Das muss ich hier noch einmal kurz erwähnen.
Ich war quasi ein Monat unsichtbar und trotzdem antworten innerhalb von 5 Minuten alle an der alten Übersetzung beteiligten Personen :-)
Das motivert sehr! Besten Dank dafür.
Damit komme ich allerdings am Wochenende in den Konflikt:
Selber Gothic 2 weiterspielen? Ich habe gerade alle Teile des Ornaments zusammengesucht und darf jetzt rüber nach Jharkendar.
Super Übersetzung hano0! Es liest sich wirklich gut, man merkt du hast da wirklich Arbeit rein gesteckt. Ich hab die deutsche Version gelesen und dir ein paar Verbesserungen bezüglich Rechtschreibung per PN gesendet.
Und auch nochmal Danke an die polnischen Kollegen für das erstellen der Videos, sehr Informationsreich. V.a. dass es ohne ein Casual-Game wie Moorhuhn kein Gothic gegeben hätte finde ich super, es gibt wohl doch einen Gott