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allows you to play with friends and

strangers without the pressure of “player

versus player” gameplay. The chance

meeting with other players in the world

is also something we felt was exciting. It

adds a sense of surprise and emergence

to the game world.

On the competitive side we refined

our “hacking invasion” gameplay where

a player can try hacking another game in

his game completely seamlessly. We also

added a Bounty Hunter gameplay, were

you can join with other players and the

police to take down another player who

has received a bounty on his head. Again,

this is seamlessly integrated in the game.

However, players wanting a solo

experience can disable and customise

their online preferences.

Do the multitude of customisation

options have any impact on the

progression of the character or his

interaction with the world?

Each player has a wide range of

customisation options. Each player

can craft their own unique look with

interchangeable clothes from the shoes

to the hat.

For the game progress, missions can

be played very differently and completed

in varying order. Some missions can be

found by exploring the world so each

player’s experience will be different. We

want the player to have freedom in the

way they choose to play the game. You

will also gain new skills as you explore

the world and complete missions and

activities. These skills will in turn open up

new ways of playing through missions or

further exploring the world.

For example, you could unlock the

ability to have your wheeled drone jump

higher, giving you new access across

the Bay and new ways to play through

missions.

What kind of vehicles will be available?

We have increased the variety of

wheeled vehicles available: many types

of cars, trucks, motorcycles, ATVs, etc.

With the importance of water in the

Bay, we have various boats, including

sail boats. You can also control some

construction devices like lifts. Finally, you

can control wheeled and flying drones.

Who did you work with to improve the

driving?

We worked with our colleagues

at Ubisoft Reflections on our new

driving model. They have an impressive

experience with driving and working with

them on this was a great opportunity.

Where do you see the franchise going

from here?

In a way, this is for the time being in

players hands. As we are putting the

finishing touch on WD2, our head is filled

with ideas. We are excited by the game

but now is the time for players to make

it their own. We will be watching closely

and letting ourselves be inspired by how

people play!

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