12/5/2023 0 Comments Manifold garden game pass![]() ![]() Players can not only embark on a voyage to find buried treasure, complete merchant contracts or collect bounties on skeleton crews and captains, they can also discover shipwrecks in the world, encounter fearsome storms that threaten the ship, or even perform a daring raid on a skeleton fort.įrom Dark Souls to Manifold Garden: How games tell stories through architecture Players have complete freedom to focus on either, or seamlessly move between them as they wish. ![]() We’ve strived to create an experience that not only features directed goals in the form of voyages, but one that also provides the chance to just explore, finding quests and opportunities out there in the world. What challenges did you face in striking the balance between procedural and scripted parts of the world? How do you make sure the world feels living? We believed that this would shift power back to crew who had been affected by disruptive players, rather than just kicking that player out straight away. This not only allows time for the disruptive player to convince the crew that they are sorry and that they’ll never do it again, it allows the crew the choice to ignore that player, even drink grog, play instruments near the brig while refusing to let that player out. The only other way a disruptive player can escape is if they themselves manually quit. The difference in Sea of Thieves is that disruptive players get voted to the brig and they can only be let out if the crew decides so. “It allows the crew the choice to ignore that player, even drink grog, play instruments near the brig while refusing to let that player out” On the other hand, it also allows us to challenge one of the accepted conventions of similar mechanics from other games, that being the ‘vote to kick’ option. On one hand, the brig makes a great deal of sense as a place where players go to be punished. With any of the mechanics in Sea of Thieves, we’ve always tried to approach them differently, considering not only how they can serve the social and cooperative heart of the gameplay, but also how they can seamlessly fit into the pirate world and provide the same opportunities for humour as our other mechanics. I’m interested in the brig system, in how players can vote to lock-up disruptive shipmates. Beyond the theme, our primary focus has been creating mechanics and an overall experience where players truly feel like they are working together. Sea of Thieves is an experience that allows you to truly play and have adventures as a pirate, while also possessing its own charm and sense of humour. I passionately believe that it’s been advantageous to approach the design of the game with fresh eyes as its allowed us to build an experience that lives up to the fantasy of being of a pirate that so many of us already have in our heads or perhaps even daydreamed about while growing up. While we have the theme of pirates, the game is fantastical in nature, meaning that it features a lot of the fantasy pirate tropes that may be familiar if you’ve read classic pirate stories like Treasure Island, watched the Pirates Of The Caribbean movies, or even played older games like the Monkey Island series. While we actually visited Sir Francis Drake’s galleon, ‘The Golden Hind’ very early in the project, our focus was on getting a general sense of what it feels like to be aboard an old wooden galleon, rather than the actual technicalities of sailing. ![]() One of the guidelines we set ourselves was that mechanics and features in Sea of Thieves should be believable, but not necessarily realistic. How did you go about researching the subject matter for the game? We spoke to Mike Chapman, design director at Rare, about how his team took on the task of creating an ocean of multiplayer piracy in Sea of Thieves. Making a shared world seem alive is no easy task, especially when you have to wrangle pirates into jolly cooperation. ![]()
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