Thema:
Interview zum Multiplayer mit Game Director Fukada flat
Autor: Lynne
Datum:24.08.16 09:54
Antwort auf:Titanfall 2 (Q4 2016) von Lynne

[http://www.shacknews.com/article/96446/titanfall-2-game-director-on-a-slower-paced-multiplayer]

Liest sich irgendwie fast schon deprimierend, wie sie das Spiel mit Absicht simplifizieren. Geschwindigkeit und Hektik rausnehmen, dazu dann noch die Map überschaubarer gestalten:

Shacknews: How has your approach to map design changed from the previous game?

Fukuda: One of the big efforts there was trying to think of the degree of verticality, the sort of "swiss cheese" effect. But now we have a 3D "swiss cheese" effect. So we started thinking more in terms of simplifying the concept and using what the designers call a "window pane" effect, where we think in terms of lanes. Defined paths become the norm: the left, the middle, the right. There's a greater simplification of the player's understanding of the environment, so that the environment becomes more predictable and becomes less about just drawing lines across the map from any point to any point where it just becomes a mess. We're trying to make sure the level is designed in a way that gets these trendy routes and feels more fundamental.


Lynne


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