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 concerning 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 wished to make it greater in Dragon’s Dogma II.”
Nevertheless, he additionally defined his perception that huge will not be a synonym for good and that the map must be greater than empty area.
“So,” he continued, “one of many targets that we had for this sport was how huge can we make the world whereas populating it with loads 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 try this. He believes that gamers ought to be capable of see their vacation spot however not at all times easy methods to get there.
“For those who can see your vacation spot and likewise the trail is seen,” he defined, “then that isn’t essentially enjoyable as a result of what to anticipate. However in the event you 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 wished 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 number of the new challenges he encountered when populating Dragon’s Dogma 2’s world.
“Within the video games I’ve created, when you have got 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 intensive testing to get proper.