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 current 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 area.
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 have been too small. “So, we thought-about that, and I needed to make it larger in Dragon’s Dogma II.”
Nonetheless, he additionally defined his perception that massive is just not a synonym for good and that the map must be greater than empty area.
“So,” he continued, “one of many objectives that we had for this sport was how massive can we make the world whereas populating it with numerous 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 at all times get there.
“For those who can see your vacation spot and in addition 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 offers 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 among the new challenges he encountered when populating Dragon’s Dogma 2’s world.
“Within the video games I’ve created, when you’ve a selected quest, it’s often made in a pre-recorded act,” he defined. Nonetheless, NPCs in Dragon’s Dogma 2 are extra reactive, counting on complicated triggers that took intensive testing to get proper.