Eidos hat das XP (Erfahrungspunkte) System aus Thief entfernt und stellt so sicher, dass sich Garrett ganz und gar auf das Schleichen und das Einsammeln von Beute konzentrieren kann, anstatt „grinden“ zu müssen, um den einen oder anderen Level aufzusteigen.
In einer Community Q&A Session auf der offiziellen Eidos Montreal Site nahmen Game Director Nic Cantin und Lead Level Designer Daniel Windfeld Schmid zur Entfernung des Systems Stellung und führten das Feedback der Spieler als Hauptgrund dafür an.
Nic: At first, we wanted to outline the progression of the player with XP, but it was reducing our motivation to steal. The main goal of a thief should be to gain loot. Garrett is already the Master Thief, so we saw no need to have XP as a core mechanic.
Daniel: We wanted to put emphasis on stealing things, and put the rewards on the stealing aspect. We want to allow the player to decide the “how to” – we shouldn’t judge how the player wants to achieve their goal, only reward them for achieving it.
The reaction from fans to the “Headshot XP” pop-up in the E3 gameplay demo was fairly negative. Did that have an impact on the decision to remove it from the game?
Daniel: Fans might be surprised how often the devs go to the forum to see how things are perceived in the “real world”. This feedback is extremely valuable to us, so as you can imagine, the consistent reaction to the XP system was something that indicated we needed to revisit some design decisions.
Nic: It is more a design decision to add to our economy system and entice the player to steal more. But yes, the E3 reaction was right, rewarding killing like that was wrong for a Master Thief.
“Das quietschende Rad wird geölt“, fällt einem dazu ein. Es ist erfrischend, dass Eidos gewillt ist, auf Feedback zu hören.
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