The Gothic games have a reputation for brutal difficulty. Risen, too, was significantly more difficult than the average mainstream WRPG. Do you have any specific philosophy when it comes to difficulty in games?
BP: As we have always provided an open world, players who can't get past a certain point can usually go somewhere else first and return later, when they are stronger. That way we aim to create a balanced challenge for story players and explorers, but also those who focus on combat. In our opinion, a game only gets too difficult if the player is repeatedly frustrated and doesn't even get a reward for trying out different solutions. However, we do want to include different difficulty levels for players to choose from in Risen 2.