According to Mateusz Tomaszkiewicz, the creative director at studio Rebel Wolves, they aim to innovate within the genre by incorporating the game’s time limit as a key feature. In an interview with GamesRadar, he discussed how the concept of “time as a resource” is integral to “The Blood of Dawnwalker,” explaining that it provides an additional level of non-linear gameplay.
Thomaszkiewicz emphasizes further the concept of a story-based playground within the studio’s design, where players face tough decisions on how they allocate their gameplay time, with a ticking in-game clock adding an extra layer of pressure. He described it as creating a “growing sense of tension and importance for your choices.
As a follower, I myself can affirm that Tomaszkiewicz underscores a significant point: Players needn’t fret over the possibility of missing out due to time pressure.
He emphasized that there’s no need to worry about missing out on global content due to our time system. To him, it’s crucial because he would feel frustrated if a game excluded significant content without proper notice.
Tomaszkiewicz discussed that the game could potentially cause division among players. Some might appreciate the pressure from the time limit, while others may find it challenging due to their preference for exploring the world and completing quests at their leisure. He also mentioned that “the risk is worth the reward,” and compared this project to the development of The Witcher 3, which aimed to introduce innovative elements such as an extensive open-world environment, while maintaining excellent writing quality through intricate quest design.
During the development of “The Witcher 3”, Tomaszkiewicz mentioned that we frequently encountered similar discussions. He believes that few games at that time were attempting what we were doing. Our aim was to merge the extensive storytelling techniques commonly found in more linear RPGs, like those with a corridor-like structure such as “The Witcher 2”, into an open world setting and beyond.
He added that there was indeed a potential drawback associated with the extensive narrative of “The Witcher 3”; there was uncertainty about whether audiences would appreciate such a vast story within an open-world game. However, they were willing to take these risks, working diligently to minimize them. In retrospect, it seems that their efforts paid off. It’s likely that some players didn’t enjoy this style and preferred games like “The Witcher 2” or certain Bethesda games. That’s perfectly acceptable. After all, one can’t please everyone. If you aim to create a game for everyone, it might not appeal to anyone. Instead, focus on your core players, fulfill their needs, make the game entertaining for them, and strive to advance the genre.
Conversely, Tomaszkiewicz points out that altering traditional elements in the role-playing game genre could prove challenging due to the potential for even minor modifications to spark controversy.
He remarked, “People might argue that it’s no longer a Role-Playing Game, or claim the game has been spoiled, despite the changes appearing minor at first glance.” However, he emphasized, “For the players, these alterations could prove to be significant.
Later on, Tomaszkiewicz discussed the studio’s innovative approach to propelling the RPG genre using the time limit mechanic. He also mentioned other games that dabbled in manipulating game time, such as Pentiment. In his opinion, merging an open world filled with numerous side activities with the idea of a time limit would be a fresh, unique concept.
As a gamer myself, I’d put it like this: “What we’re working on here feels quite innovative. Sure, there have been games dabbling with time mechanics, such as Pentiment, but they differ from what we’re creating. We’re not just talking about open-world RPGs; we’re aiming to blend these elements in a way that’s fresh and unique. So, naturally, we sat down to discuss the potential benefits and the challenges this might bring. We’re being mindful of both sides as we forge ahead.
Despite the set time limit, Tomaszkiewicz explains that there are numerous strategies for players to effectively utilize their time within the game. For instance, progress in the game only advances with completed quests, allowing players the freedom to explore the open world at their leisure without fear of running out of time. This approach, according to Tomaszkiewicz, empowers players to control how they allocate their time as a resource within the game.
Tomaszkiewicz explained, “We’re providing you with maximum control over this period, considering it as a resource.” Essentially, we are treating time like something valuable to be managed, rather than just passing by. This involves understanding the flow of time and transforming it into a resource that can be used at your discretion. By making it clear which activities will consume your time, we aim to give you a sense of security, knowing that you have control over how you use this resource.
He emphasized that there are no sneaky maneuvers or deceitful tactics in our approach; we won’t lead you into situations from which there’s no escape without prior warning about the time commitment involved. This is a significant point for us, as crafting engaging and intricate narratives for our quests requires considerable effort due to the complexity of the puzzle. We don’t resort to gimmicks when applying this mechanism.
The game titled “Blood of Dawnwalker” is currently being worked on for release on PC, PlayStation 5, and Xbox Series X/S. To learn more about this upcoming role-playing game, take a peek at how its main character, Coen, will stand out without becoming excessively powerful.
Read More
- EUR JPY PREDICTION
- DF PREDICTION. DF cryptocurrency
- OM PREDICTION. OM cryptocurrency
- Doctor Strange’s Shocking Return in Marvel’s Avengers: Doomsday Revealed!
- USD MXN PREDICTION
- YFI PREDICTION. YFI cryptocurrency
- COW PREDICTION. COW cryptocurrency
- FIL PREDICTION. FIL cryptocurrency
- KSM PREDICTION. KSM cryptocurrency
- MIN PREDICTION. MIN cryptocurrency
2025-02-24 16:11