Here's one of the articles:
archive.is/8aBPZ
archive.is/9MntE
The second page (second link) has most of the interesting parts but here's some quotes from both:
"Young, thin, bespectacled, dressed in a Reddit t-shirt with a now-month-old Rezzed wristband and a first edition Pebble watch on one wrist"
"“The entire existence of the team and the project formulated on a Dungeon Keeper fansite,” he tells me in the cavernous kitchen of the enormous Brighton house which seven Subterranean staff (and a few partners) now both live and work in."
"However, Bishop and his team weren’t mega-fans to the point of believing either existent Dungeon Keeper was perfect as-was. They’ve made changes – some of which they devised many years ago – and not everyone’s happy about it. “There are people who say ‘why isn’t the Mistress a scantily-clad woman?’ Why is there no Horned Reaper in your game? Why is mana different, why do doors work like they do?"
"The lesser-loved sequel is, however, the main inspiration for War for the Overworld. “A lot of people disagree but in my opinion 2 was a much more complete game than the first one was, but it obviously had big flaws. The biggest flaws, from a game design perspective, was the general lack of pacing and choice in the game, especially when it came to multiplayer.” "
"but Bishop’s primary interest is multiplayer, which DK2 is better set up for. "
"Whenever Bishop mentions a change or new feature, it’s in terms of its effect on multiplayer."
"which are the result at attempts to address Bishop’s key criticism of DK2. “You went in and you had everything except all your spells, which you got given in a linear order. Basically there was one winning strategy, which was get a combat pit, get Dark Knights and level your Dark Knights up and then go and kill the enemy. And that was all you could do.” "
"With this in mind there’s an overhauled mana system which prevents any one player from becoming a magical god once the enemy’s on their territory, doors which prevent both foe and friend from passing through if locked, and a non-linear research system which effectively sees you making a tech tree of your own rather than climbing a fixed ladder. “One of the big driving desires with this was to bring some level of strategy and choice and pacing into all modes. That was one of the biggest things which was lacking.” "
Read between the lines and you'll see that the game's problems all come from that MP focus.
Nice.