The procedural-generation systems that Compulsion had in place were designed to be endlessly replayable. After E3, the team came up with a plan to let players have it both ways. The game was not meant to be story-driven it was meant to be played over and over again, in short bursts. However, based on the demo, the audience expected We Happy Few to be a narrative adventure, not the procedurally generated rougelike that Compulsion had in development. It was a tone-setter that focused heavily on story – and the audience loved what they saw. At E3 2016, the team used the Xbox stage to showcase the game's core plot and darkly psychedelic world. At a certain point in the development of We Happy Few, Compulsion Games came to a crossroads feared by game devs all over the world: the decision to change course.
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