"Any story you write will not be as compelling as an unscripted happening between human players," said Dean "Rocket" Hall at this year's Game Developer's Conference. He was speaking about why he believes DayZ works, and why it's taken the gaming community by storm.
The philosophy behind DayZ comes down to trying to design what a player should feel, not what you want them to do. Therefore the focus from the beginning was always less about features, and more about situations that could provoke an emotional response. For instance Hall created tents in the DayZ Mod, which allowed players to store items and set up a base of sorts. This, however, presented players with a new problem: how could they protect their belongings from others?
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