Okay, that’s worth knowing. It sounds ambitious, but for me a large game-as-simulation usually makes me think of Bethesda’s house style. Which is to say, treating everything as a toy rather than writing you into a story, in a way.
It’ll be interesting to see how GTA VI avoids the (what I see as) pitfalls of Bethesda’s way of thinking. Can a sufficiently advanced simulation take the place of a writing staff? Caveat - I know GTA VI will have some amount of a script in place, I just tend to notice that simulation style game design seems to prefer to create gameplay experiences dynamically through the environment, rather than through pre written story supported by gameplay elements. Games like this want your experience to be defined by interactivity, which necessarily deemphasizes the scripted aspects of a game.
It’s equally interesting to hear that there’s still a value proposition in creating your own proprietary game engine, rather than modifying the existing offerings. I’m a little against it as I’d prefer see more work done on open source like Godot, but I won’t dig in my heels about it because I know not every project is suitable for that sort of thing. It would be great if they could license out their engine to other developers at some point.
Okay, that’s worth knowing. It sounds ambitious, but for me a large game-as-simulation usually makes me think of Bethesda’s house style. Which is to say, treating everything as a toy rather than writing you into a story, in a way.
It’ll be interesting to see how GTA VI avoids the (what I see as) pitfalls of Bethesda’s way of thinking. Can a sufficiently advanced simulation take the place of a writing staff? Caveat - I know GTA VI will have some amount of a script in place, I just tend to notice that simulation style game design seems to prefer to create gameplay experiences dynamically through the environment, rather than through pre written story supported by gameplay elements. Games like this want your experience to be defined by interactivity, which necessarily deemphasizes the scripted aspects of a game.
It’s equally interesting to hear that there’s still a value proposition in creating your own proprietary game engine, rather than modifying the existing offerings. I’m a little against it as I’d prefer see more work done on open source like Godot, but I won’t dig in my heels about it because I know not every project is suitable for that sort of thing. It would be great if they could license out their engine to other developers at some point.