Ultimate Moves: One of our designers pointed out early the importance of audio for Ultimates. It makes me happy every time I manage it, and it makes me laugh when other people do it in front of me. Legends gives a lot of opportunities for players to be the “hero of the moment.”ĭeath from Above: My personal favorite co-op hero moment is to jump off a high point into a skirmish, and assassinate an enemy right in front of my allies. It feels great to pull off a perfect parry counter or a headshot, but it’s even better when you know that someone watched you do it. This helps the content stay fresh and surprising, and also increases the necessity of working together as you get deeper into the experience.Īn early prototype of co-op puzzles #2: It’s fun to be a hero with an audience Additionally, if other players disconnect during a session, you can activate matchmaking again to fill their spot and keep going.Įscalating, Fresh Challenge: As you start replaying missions on harder difficulties, you’ll notice the introduction of new mechanics, rules, objectives, and enemies. This makes it easy to play the type of content you’re interested in while minimizing the amount of time you have to wait for a match. Wide availability: One of my early mantras in development was “The best feature we can add for co-op is all of your friends.” We made the decision ahead of release to offer the mode to everyone who owned Ghost of Tsushima rather than as a paid DLCįocused matchmaking, and Join In Progress: We intentionally designed our difficulty structure and Quick Play system to minimize the total number of matchmaking pools. Short tutorial: The training mission takes about 10 minutes, and then you can immediately start matchmaking or playing with friends. Here are some of the features that make it easier to play together: We wanted to streamline the experience and avoid decisions that would separate players or make it hard to matchmake. This seems obvious- if you don’t have other players, it’s not really co-op! But a lot of design decisions can make it easier or harder to play together. Once we had established a versatile foundation, we needed to ask ourselves- what actually makes co-op fun? There are many good answers, but here are three major elements that we focused on: #1: Co-op is fun when you can play with other people Finding the fun… with friends (or randos)! After several pitch attempts, we came up with one that really resonated: co-op would be set in a world of supernatural tales told by an eccentric storyteller that Jin meets in his travels.This “Legends” story framework gave us freedom to design and optimize the experience to be inviting, challenging, and enjoyable for multiple players, while still connecting thematically to the world and characters of Ghost of Tsushima. A lot of the choices that work in single-player don’t translate well to multiplayer content (and vice versa). I happily agreed to work on it, and my first goal was to make sure we had the flexibility to make decisions that would enable a great co-op experience. I was excited… and intimidated! I knew it would be a challenge. To celebrate Legends’ inclusion as a bonus game in this month’s PlayStation Plus lineup, I wanted to give you all a window into our development philosophy and process.įor me, the journey started in 2016, when Nate Fox showed me the original pitch for Ghost of Tsushima and asked if I’d lead the design on the cooperative mode. Hey everyone- My name is Darren Bridges, and I’m the lead co-op designer for Ghost of Tsushima: Legends.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |