So I am going to use one of our lead game designers, Jesse, as a way to illustrate what a social player’s experience might look like. Towns are safe places, they make natural gathering spots for grouping of your party, trading, or just chatting and with all these ways to encounter the players, we want to make sure it is easy to play with them too. That is a huge undertaking where you want to allow more players into that space so they can tackle the challenge together and then there is towns for the opposite reason. The more you are out in the open world, on occasion you might run into one or two other players but most of the time you will be alone and the exception would be something like the world boss event. So our guiding principle on this topic is the feeling we are trying to achieve and we did try to get this in the demo, if you had a chance to play it but Sanctuary should feel like a oblique and dangerous place. Right? How many people are you going to be sharing this open world with? - and the number can actually be variable by location meaning we might make a place less or more populated depending on what is going on there. I am sure many of you are curious about the other players part. The open world will have things like collectibles, lore books, caches, materials for crafting, as well as dedicated spaces carved out for very specific activities: like open world PvP, or one of the many other open world systems that we are still iterating and will talk about more in a future date.
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