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The Blood of Dawnwalker’s design director explains the ARPG’s time-as-resource mechanic, and how ‘both action and inaction have consequences’

When PC Gamer visited The Blood of Dawnwalker‘s developer, Rebel Wolves, for our upcoming, world-exclusive issue of PC Gamer magazine, we spoke directly to the much-anticipated ARPG’s design director, Daniel Sadowski, about its unique ‘time as a resource’ mechanic, and how it plays into the game’s wider narrative sandbox approach where gamers create their own story through their choices.

“The time system is a core element of our narrative sandbox,” Sadowski says. “It moves only when you do the content (such as a quest or task), because we do not want the time system to be there to rush the player or to stress them out. We want the time system to be part of the narrative experience, and part of the whole ‘both action and inaction have consequences’ [approach].


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