O TYM ODCINKU
We discuss the design philosophy and mechanics of Payday: Aces High in a special interview with Fast Travel Games' Erik Odeldahl. We dive into what didn't make the cut from the flatscreen games, translating heist roles and stealth into VR, and how much content players can expect at launch.
Here's the full topic list, in order:
The Design Philosophy
1. What didn't make the cut from the flatscreen games
2. Creating world interactions based on player expectations
3. Making the heists replayable
Gameplay Mechanics
4. Using specialized tools
5. Falling into natural roles during heists
6. Stealth gameplay
7. Accommodating solo players with bots
Content & Inspirations
8. How much content to expect at launch
9. Doing real world research
10. Developing character archetypes through progression
11. Erik's personal gaming
Here's the full topic list, in order:
The Design Philosophy
1. What didn't make the cut from the flatscreen games
2. Creating world interactions based on player expectations
3. Making the heists replayable
Gameplay Mechanics
4. Using specialized tools
5. Falling into natural roles during heists
6. Stealth gameplay
7. Accommodating solo players with bots
Content & Inspirations
8. How much content to expect at launch
9. Doing real world research
10. Developing character archetypes through progression
11. Erik's personal gaming
Język angielski
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