Leszek Szczepański (Guerrilla Games) - Creating quests in the open world of Horizon Zero Dawn
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Опубликовано 2 июня 2017, 8:38
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After a decade of making first person shooters, Guerrilla Games has undertaken a task to create an open-world action role playing game. The large open-world nature of Horizon: Zero Dawn required a system that would allow for efficient creation of non-linear quests. This talk will discuss how quests with branching storylines are made and managed in Horizon Zero Dawn, advantages and disadvantages of the chosen approach and how it compares to solutions used in other RPGs.
After a decade of making first person shooters, Guerrilla Games has undertaken a task to create an open-world action role playing game. The large open-world nature of Horizon: Zero Dawn required a system that would allow for efficient creation of non-linear quests. This talk will discuss how quests with branching storylines are made and managed in Horizon Zero Dawn, advantages and disadvantages of the chosen approach and how it compares to solutions used in other RPGs.
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