We knew these would have to generate several hours of playtime. "For us, when designing The Bunker, the most important thing (and the first thing we did) was to find our core framework and core gameplay loop. The difference here is that you need to design your systems so that they fuel and enable those types of scenarios dynamically. You still need to envision quite specific scenarios that you would like a player to (potentially) go through. "Instead of trying to lead the player through a set number of situations, triggers or events you need to constantly think in systems. "With a sandbox-style design, the challenge becomes much broader and mechanics driven," Olsson said. Understandably, the studio is approaching the development of The Bunker in a very different way than it has in its previous games. To achieve this, we are experimenting with more systemic, dynamic, and emergent gameplay, and trying to give our players a higher sense of agency." "In The Bunker we’re going all-in survival horror and we focus foremost on making it a really scary experience. "We know we can do story and narrative quite well, especially the more linear versions of it, but we want our players to be able to express themselves more in our games," Amnesia: The Bunker creative lead Fredrik Olsson told PC Gamer.
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