Hideaki Itsuno, the director of the game Dragon’s Dogma 2, recently discussed the Fast Travel system with IGN. The development team wanted players to fully immerse themselves in the game’s world, so they decided to limit Fast Travel points to a minimum.
Itsuno understands that some gamers may find non-Fast Travel journeys boring. However, he believes that traveling in a game can be anything but boring. The solution, according to him, is to make the journey in the game enjoyable, no matter what. This is why the game’s components have been strategically placed, such as implementing random enemy encounters to create unique experiences every time or forcing players into situations where they can’t see if the 10-meter distance ahead is safe or not.
In Dragon’s Dogma 2, there are two types of Fast Travel systems, each with its limitations to prevent players from relying too heavily on them:
1. Port Crystals: Players can warp to Port Crystals placed throughout the map but need to use a rare item called Ferrystone.
2. Oxcarts: These massive carts, drawn by oxen, offer Fast Travel along specific routes. However, they can be ambushed by enemies, adding an element of danger during the journey.
Itsuno gives an example of a possible scenario where a player is riding on an Oxcart and suddenly encounters a roadblock, forcing them to get off and fight. In the midst of the battle, a Griffin may swoop down and destroy the entire cart with a single attack, compelling the player to continue on foot and send the Griffin away.
Recently, the Fast Travel system has received criticism for causing excessive loading screens in games. Some developers have chosen to modify or even remove this feature entirely. However, Itsuno himself enjoys the convenience of Fast Travel but believes that limiting Fast Travel points in Dragon’s Dogma is a well-thought-out decision that allows players to fully experience the game.
TLDR: Hideaki Itsuno, the director of Dragon’s Dogma 2, explains in an interview with IGN that the game limits Fast Travel points to enhance the overall experience and immersion. They provide two types of Fast Travel systems, Port Crystals and Oxcarts, each with its restrictions and dangers. Itsuno believes that while Fast Travel is convenient, the deliberate limitation adds depth to the game and allows players to fully engage with the world. The interview sheds light on the developer’s thoughtful decision-making process. (Note: TLDR can stand for “Too Long; Didn’t Read,” providing a concise summary of the content for those who may not have the time or interest to read the entire article.)
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