The design choice is a three-person cooperation model that helps the game.
Developer People Can Fly explained why there will be so many cutscenes in the upcoming shooting game. Outlander.
Speaking to Eurogamer, the studio said that in many three-person cooperation modes, movies that take place through many interactions (such as door openings and jumping gaps) can synchronize users.
Lead designer Piotr Nowakowski explained: “I’m the one who triggers the trip, so I want to jump to the other side and fight on the other side.”
“Let’s imagine a friend of mine is near the city, to Rift Valley. The second is the enemy going there along the main road. I can’t just go there to trigger three different areas, because if there is no dedicated server, It will not work in the game.
“Second, if I just trigger the conversion, then the other two will be teleported. Then they will see, okay, where are we? Our idea-may not behave exactly as we requested-but this idea Yes, to show all players what is happening, we are heading in the opposite direction. So they will know, okay!
“Same as the door. Okay, we are entering the area. Our idea is to explain what happened. Also, we just need to gather all the participants instead of putting them in separate areas.
Initially, People Can Fly chose to let users fade in and out of the game while moving the area, but game testers said it was disorienting. So why did the studio decide to make a cutscene to accurately show the location of the user back and forth.
“A good example is opening the door,” said creative director Bartek Kmita. “That’s just because the people participating in the game said:’Oh, where am I? Why am I being teleported? So we need to have these cutscenes. We can’t do it, so you can do it manually because we have a multiplayer The game has brought us many problems.”
After the game was postponed to April, last week’s “Outriders” demo was dropped. We caught up with Game Director Kmita last week.