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Dying Light 2 - An Open World Philosophy

Discussion in 'Game/SP News & Comments' started by RPGWatch, Mar 21, 2019.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]GamesRadar talked with Dying Light 2 producer Kornel Jaskula; who expanded on the game's open world design philosophy.

    [​IMG]

    To make this dream a reality, Techland has poured resources into constructing new proprietary technology, a necessary expense (and headache) to engineer something as ambitious as Dying Light 2. "You could say that it has been quite the challenge," Jaskula laughs. "All of this has forced us to change the technology behind our games. We created a brand new engine - the C-Engine - to support the focus on choice and consequence that runs through the story and the gameplay."

    But all of this will be for nought if Techland can't sell the concept of its 'narrative sandbox' to prospective players. The truth is, it's incredibly difficult to demonstrate something so inherently systemic. The entire game is layered in such a way that even the smallest interactions, decisions and actions can feed back into the simulated world at large. If every one of your actions feeds into the wider scope of the story, as well as the gameplay opportunities that pervade the experience, simultaneously, how do you possibly convey that idea to the players?

    The best way to think about the structure, Jaskula suggests, is if you cast it in the context of going rogue with a LEGO set. "The player does have an overall goal in Dying Light 2, but it's up to you to decide how you get to it," he tells me of the overarching narrative, one which sees you charged with trying to locate an object that can potentially turn the tide of the zombie apocalypse in your favour. "It's like having LEGO bricks and being given the goal of building a house. We give you the bricks but not the original set - you don't have the instructions that can take you through it step-by-step. You only have the goal and it's up to you to decide how that house will look by the very end - but it is going to be a house. It's up to the player to figure out how the bricks can connect, how they influence one another, and how the building and its interior takes shape..."

    [...]
     
    Last edited by a moderator: Mar 22, 2019
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