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 advised 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.”
Nonetheless, 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 objectives 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 do this. He believes that gamers ought to be capable of see their vacation spot however not at all times the right way to get there.
“When 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 should you can see the place you’re going however you’re undecided 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 current landscapes” from all around 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 might have 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 advanced triggers that took in depth testing to get proper.