Twelve years after the unique sport, Dragon’s Dogma 2 launches for PlayStation 5, Xbox Sequence X/S, and PC later this month. In a latest interview, director Hideaki Itsuno talked in regards to the sequel’s bigger world. The veteran sport designer mentioned inspiration, design philosophy, and the challenges of fleshing out the world house.
Director Hideaki Itsuno talks about Dragon’s Dogma 2’s world design
As he instructed 8Bit/Digi, many Dragon’s Dogma gamers thought the sport worlds had been too small. “So, we thought of that, and I needed to make it greater in Dragon’s Dogma II.”
Nevertheless, he additionally defined his perception that massive shouldn’t be a synonym for good and that the map must be greater than empty house.
“So,” he continued, “one of many targets that we had for this sport was how massive can we make the world whereas populating it with plenty of content material.” This matches with the Dragon’s Dogma 2 administrators’ perception that unengaging journey is an indication of a boring sport.
Itsuno additionally described one of many ways in which Dragon’s Dogma 2 tries to do this. He believes that gamers ought to have the ability to see their vacation spot however not all the time get there.
“Should you can see your vacation spot and likewise the trail is seen,” he defined, “then that’s not essentially enjoyable as a result of what to anticipate. However if you happen to can see the place you’re going however you’re unsure what route will get you there, then that provides you a way of journey.”
Itsuno then defined how he needed Dragon’s Dogma 2’s panorama to be memorable however not excessive. To do that, Capcom drew inspiration from “bizarre however present landscapes” from everywhere in the world.
The director additionally described a few of the new challenges he encountered when populating Dragon’s Dogma 2’s world.
“Within the video games I’ve created, when you’ve a particular quest, it’s often made in a pre-recorded act,” he defined. Nevertheless, NPCs in Dragon’s Dogma 2 are extra reactive, counting on advanced triggers that took in depth testing to get proper.