Devil_Kratos
Power Member
Uma das novidades que estou mais curioso de ver como vai ser implementada:
Sucker Punch has confirmed in a recent interview that it aims to make Ghost of Yotei's open-world less repetitive than the one featured in Ghost of Tsushima.
As pointed out by Eurogamer, The New York Times recently had the chance to speak with Ghost of Tsushima's creative directors, Nate Fox and Jason Connell, about the recently revealed sequel. The interview covers a lot of topics, such as how the game will be a story about "underdog vengeance", but the one that most fans will be happy to hear has to do with its open world.
While speaking about Ghost of Yotei, Jason Connell said that one of the key challenges when making any open-world game is dealing with "the repetitive nature" of doing the same tasks across a large map. With Yotei, Sucker Punch aims to fix that problem by allowing the player to find "unique experiences" throughout the world.
Although Connell's comment about repetitive open-worlds in the interview isn't directly pointing at Ghost of Tsushima, it's very likely meant to indicate that the team is aware of the feedback it got on Tsushima and is aiming to correct it for Yotei. So far, we don't have any idea what the "unique experiences" in question are and how they'll be balanced, but it's at least comforting to know that Sucker Punch has some ideas in mind for making a better open-world.
Sucker Punch has confirmed in a recent interview that it aims to make Ghost of Yotei's open-world less repetitive than the one featured in Ghost of Tsushima.
As pointed out by Eurogamer, The New York Times recently had the chance to speak with Ghost of Tsushima's creative directors, Nate Fox and Jason Connell, about the recently revealed sequel. The interview covers a lot of topics, such as how the game will be a story about "underdog vengeance", but the one that most fans will be happy to hear has to do with its open world.
While speaking about Ghost of Yotei, Jason Connell said that one of the key challenges when making any open-world game is dealing with "the repetitive nature" of doing the same tasks across a large map. With Yotei, Sucker Punch aims to fix that problem by allowing the player to find "unique experiences" throughout the world.
One challenge that comes with making an open-world game is the repetitive nature of doing the same thing over again. We wanted to balance against that and find unique experiences. - Jason Connell
Although Connell's comment about repetitive open-worlds in the interview isn't directly pointing at Ghost of Tsushima, it's very likely meant to indicate that the team is aware of the feedback it got on Tsushima and is aiming to correct it for Yotei. So far, we don't have any idea what the "unique experiences" in question are and how they'll be balanced, but it's at least comforting to know that Sucker Punch has some ideas in mind for making a better open-world.