Dying Light 2-udviklerne roser RPG-elementer i action-spil

Tekst: Magnus Groth-Andersen
Publiceret 2018-08-16

Der var engang hvor action-spil ikke nødvendigvis indeholdte niveauer, opgraderbart grej og tilpasselige figurer. Men løbende er det blevet bevist at introducere RPG-elementer kan sørge for større succes på markedet, men ikke bare det, ifølge folkene bag Dying Light 2 sikrer det også en bedre forbindelse imellem spiller og spil.

I et interview med GamesIndustry fortæller Adrian Ciszewski fra Techland at det var en let beslutning at tilføje RPG-elementer til Dying Light 2.

"There's a better connection between the player and the game if it's part RPG. It makes it better to express yourself, you can do something with your character or avatar. Choices and consequences are just an example of RPG mechanics that gives you the feeling that it's your hero, your character."

"But it's still an action game. That's the crucial thing. Choices and consequences are always connected with RPGs, especially hardcore ones. But our vision for choices and consequences is different. We're creating a sandbox experience on the gameplay side - there are systems, rules, limitations, things like that. Players understand they're able to combine these things to create their own [experience], and we thought maybe it could work the same way on the story side."

Hvad synes du om disse elementer der kravler ind i alle action-spil?

Læs mere og se screenshots på Gamereactor.dk

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