![]() Lessons can be learned from history, and such was the case with author Isaac Asimov who was intrigued by the rise and fall of the Roman Empire, which lasted 1,000 years. All of this is informed first by our expectations and intentions, and second by playtesting as we watch how players actually experience and traverse our world.” ![]() As Quest Designers, we work hard to design quests that can unlock directly along the route we expect players to take, making sure quests are available in a town the first time you arrive, or placing quest characters alongside roads or locations we expect players to visit. They put a lot of effort into the design and placement of interesting places, amazing vistas or cool challenges that players will interact with as they move through the world. This is handled expertly by our World Design and Environment Art teams. “If a player never finds it, that content may as well not exist,” he notes. The hardest aspect is making sure that players discover everything. Everything else is optional,” states Stobo. “We have our core story, and that may include specific activities or quests – challenges players must complete. The starting point is deciding upon the core experience and optional content.
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