Warren Spector says the next logical step for immersive sims is multiplayer
We have a stacked edition of the newsletter today, with original interview features with Warren Spector and Owlchemy Labs CEO Andrew Eiche, plus featured blogs, a deep dive on porting Kingdom Come: Deliverance to the Switch, and news from the likes of Sea of Thieves , Take-Two, and more.
The Deus Ex director is still taking inspiration from tabletop with Otherside Entertainment's Thick as Thieves.
Spector said there are two elements that make party-driven storytelling such a joy for players. First, there's the group of people telling a story together—the game master may set the stage and stand in for NPCs and enemies, but it's players who decide together how to interact with those characters (speaking from personal experience. The number of players who will try to smooch a final boss instead of slay them is really really high).
The next element is the length of the campaign. Tabletop role-playing campaigns can last as long as a single session or go on for weeks, months, or even years . Immersive sims, Koster said, can absolutely capture that energy.
'It's always easy to get seduced by the trappings of it all–and not get to the core of 'why do players enjoy this?''
'Extra computations are an unaffordable luxury.'
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'There's one thing that combines those two games: they require patience and experimentation. They are expressive. Even though on the surface they’re very different, they both just feel amazing to play!'
With so many games fighting for players' attention and interest losing out over time, time sink games are at risk of losing steam eventually.
The publisher will spend up to $200 million on a cost reduction program that will also include project cancellations.
With a new console release on the horizon, Rare's six-year-old pirate game has hit an "amazing" player milestone.