00:00www.mesmerism.info
00:05www.mesmerism.info
00:05www.mesmerism.info
00:05There's a lot of challenges with making an open world game.
00:08Having made Killzone
00:09it's a lot easier to do your game design
00:11if you know exactly where the player
00:13as well as the enemies are going to be.
00:15But in the open world everything is kind of
00:17free-flowing. It's a really important
00:19part of the gameplay that you can go anywhere
00:21and the experience should be
00:23very seamless. You're just exploring
00:25the world and running around, sprinting
00:27going into underground places
00:29there's never a loading screen
00:31it's all seamless. And I want
00:33to freely explore the main thing that we have
00:35been trying to refine as we design and build
00:37the game is that there is enough to do for players.
00:40Horizon really is very
00:41well suited for people that want to follow
00:43this incredible main quest line,
00:45the central narrative, but it's just as great
00:47for people that want to engage with the wide
00:49variety of activities.
00:53The player learns pretty early on as you're
00:55you're developing your character
00:56that if you stray off the path and you
00:59kind of run into machines that are
01:01too far for your progression
01:03at that point that it's going to be pretty tough.
01:05But we never lock the player down
01:07and say okay you can't play this because
01:09you're not the right level and it's the same for quests
01:11or activities. It really is very free-flowing
01:13you can play it in the order that you want
01:15to and play it at your own pace.
01:28PlayStation.
01:29Suzanne.
01:30Yeah.
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