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Un nuovo videodiario su Sea of Thieves si concentra sulla raccolta e gestione delle Risorse nel gioco.
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00:04So we're adding resources to the game and this is obviously a big change for us and when you think
00:07about what Sea of Thieves represents, crews of players going out there into this world and having these emergent adventures,
00:13resources obviously plays a big part of that where they're obviously encountering kind of unpredictable things in the world and
00:20how they use those resources is critical.
00:22Yeah, this also adds another dynamic when you're on an island treasure hunting but you see some barrels on there
00:26and you go and have a scavenge to see if there's anything that can help you but it also gives
00:29you a reason to stop off at islands that you perhaps don't have treasure on is to go and have
00:33a look for some resources and see what you can get to help you.
00:36I think early on we made this clear distinction between what your items were and what your resources were. The
00:42difference being that we wanted everyone to have a shovel, everyone to have a lantern, everyone potentially to have things
00:47like musical instruments so they can be part of that kind of co-op and that social sharing but at
00:52the same time we wanted that gameplay, that resources provided where these things could run out and create these interesting
00:57scenarios for players.
00:58And I think thinking back to why we added these resources, I think it was all around consequence, wasn't it?
01:03Definitely.
01:04It was a sense that you're going to have these stories with your crew in the world and your use
01:08of these resources is a result of that. So, you know, the fact that we never had regenerating health.
01:13Yeah.
01:13And the reason we did that was because we wanted players to have these stories and there was memorable moments
01:18over why you lost that health and then sharing that story at the end of an adventure.
01:21We wanted like every part of the adventure and every part of the story to mean something. So if going
01:26into a ship battle and using pieces of wood didn't have a long lasting effect, then it was kind of
01:30more meaningless to the players.
01:32We wanted everything to form a part of your story. So if you get into gun combat with an enemy
01:36and you need to regenerate your health, like you say, it doesn't automatically regenerate, you have to use a resource
01:41or make the decision of whether you want to, whether this is the right time to use those resources as
01:45well.
01:46In a ship battle, like up until now, you've had infinite planks of wood. So no matter how many times
01:50you get hit, you can repair it. But now you'll have finite pieces of wood.
01:54So things like damage on the middle deck of the ship, you might prioritise that less than lower deck damage,
01:59which is below the water line, because that's going to let more water in.
02:02Yeah. And a big part of that is, is the fact that we're now adding the bucket.
02:05Yeah.
02:05Because you can now run out of wood, we're giving you this item where everyone has it and they can
02:09bail the water in the ship.
02:10So you get all these new scenarios where we've had loads of treasure on board, middle and lower deck are
02:15kind of full of holes, all the water's gushing in, the kind of water levels rising.
02:19We've, we've been frantically kind of battling with the buckets and we've just made it back in time.
02:23Yeah, it's so cool. That rewarding moment of managing to just limp back into the outpost and cash your treasure
02:28in.
02:28As your ship sinks in the background.
02:29Yeah.
02:40Yeah.
02:41Yeah.
02:42Yeah.
02:43Yeah.
02:43Yeah.
02:44Yeah.
02:44Yeah.
02:46Yeah.
02:46Yeah.
02:46Yeah.
02:46Yeah.
02:46Yeah.
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