![]() ![]() There were moments in the beginning where we would leave him behind, but then we rewrote things to ensure he was always there while exploration was available.”Īs those of you who have finished the main story know, there is an additional layer of complexity the team had to account for in creating Favors that can be played either during or after the main story. I went to the writers looking for a constant and they agreed to my suggestion of Mimir. In Service of Asgard was our first test to see if this would work. It was one of the big challenges of the side quests, but it was exciting to solve. Characters we would be able to lean on to help drive some of these quests. “In God of War Ragnarök, we have a bigger cast than in the previous game, but many of them are limited to specific parts of the story. We just want you to play the content and to be able to enjoy it regardless of when you engage with it.”īut with this design philosophy, the team had to account for some tricky variables, such as characters leaving the party: “We never want the player to regret their decision not to do a side quest as soon as it becomes available or if they decide to go back to it after the main story is completed. “We wanted the world to feel connected and alive,” DiMento states. The key was to make the world feel like a dynamic, living place by offering players freedom in the timing and pace of tackling the quests: Questions such as “When and where should these quests open up?” and “Are the characters who drive the narrative going to have similar motivations before and after Ragnarök?” were essential to answer during development. When designing the side quests for God of War Ragnarök, the Player Investment team had to decide on several critical elements before they could begin crafting the stories. The mining came at a great cost, polluting the surrounding area and stripping Svartalfheim of resources, and now Mimir wishes to reverse the damage to heal the realm and clear his conscience. This quest sees Kratos, Atreus, and Mimir confront Mimir’s past of misguided attempts to win Odin’s approval, namely, persuading the dwarves of Svartalfheim to build mining rigs to generate resources for Odin. The game’s first Favor, In Service of Asgard, is a perfect example of this approach. ![]() It’s too easy to get lost in the minutia if it’s not anchored by characters, as they’re easier to relate to.” That lore and world-building should be byproducts of exploring the characters rather than the other way around. The focus is on these characters and themes and ensuring that the critical path, storyline, and side quest storylines are pieces in a larger puzzle. “While that’s certainly part of it, we didn’t want that to be the main focus. And I think that the impulse for many developers is to use them to flesh out the world and its lore.” Gaubert explains. ![]() “We had a better sense of what we wanted from side quests this time. God of War Ragnarök’s side quests are designed to expand not only on the world, but most importantly its characters and the larger themes arising from their journeys. ![]()
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