The biggest challenge is to create a production for a larger level that is going to be played in a shorter time.”Īmerican Arcadia has its cake and eats it too. “In a 2.5D game, you create a lot of things for a room that you can pass in 30 seconds. “For a first person game, you can just create a room and fill it with things and you can explore,” said Delgado. Frostbite was a really good basis for first-person games, less so for sprawling third-person RPGs.) But designing games for two perspectives also requires a flexible mindset and poses a different set of challenges. (We saw this with BioWare’s Mass Effect: Andromeda, which suffered a tumultuous production in part because EA decreed that it be developed on DICE’s proprietary Frostbite engine. I’m sure you’ll point out a few games I’m missing in the comments, too.įor one thing, some game engines - the toolkit developers used to make video games - are better. But that’s punctuated by a handful of exploration segments in a 2010s office building, all of which are played first-person. The bulk of Black Flag is set in the past, an action game viewed in third-person. (Yes, some tentpoles like Grand Theft Auto V and various Elder Scrolls entries let you play the game in both first- and third-person viewpoints, but that’s just a feature, not essential to the core gameplay.) Ubisoft did it in 2013 with the pirate history sim Assassin’s Creed IV: Black Flag. For a bit, it’d be, say, a side-scrolling platformer. Dating back to the days of Zelda II, Golgo 13: Top Secret Episode, and The Legend of the Mystical Ninja, developers have experimented with designing games around such a gimmick. Of course, there are plenty of games that grapple with shifting perspectives. “It made sense to differentiate them…We wanted to separate them with metaphor.” “We wanted something different, and we came up with this cool idea of escaping a TV show, we thought it one character living inside the screen,” Tatiana Delgado, American Arcadia’s creative director, told Kotaku.
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