![]() It was large, and one of the things that we said to ourselves as developers was, “How do we have some more of these in the game, and what's the right way to do it while respecting VR as a platform.” The last fight was Sarffog, the snake at the end, and it was grand. That's one thing we really wanted to try to expand more on the first game. Now she might need to continue that journey to save the entire world of Moss, and how is that going to play out? Just finding out there's a bigger picture here, and there are more things going on than you or Quill knew in the first book.Īre there more boss fights in the second one then? It's not just Quill going on this heroic journey to save her uncle. So it’s like, “We got him, we saved him.” The first thing he says after Quill saves him is, “The Arcane do not end with Sarffog.” Immediately setting up, “Hey, we've got some bigger villains of the Arcane at play here.” It's just a matter of knowing that the stakes are actually a little bit higher in the second game. Joshua Stiksma: Yeah, in terms of the motivation we have the immediate motivation, she's saved her uncle. So, what is Quill's motivation, then, for the adventure in the sequel now that she's found her uncle? So just as the first game ended, we said, “Let's continue from there and keep the story going forward.” So, you start right in that castle that you saved your uncle in at the beginning of the game. We're excited, once again for players to be able to get back into the world of Moss and go on another adventure with Quill, and it just picks up right where it left off. But we're really excited about providing all of these new features. I mentioned the new interactions, but we have new weapons for Quill, the ability to get some cosmetics to change her look and all of that are kind of the base level things without me getting into the story. There's a whole bunch of other new stuff in there. As you go through this world, you have her react in new ways that you haven't seen before and try to strengthen that bond for players. We wanted to give you a wider range of emotions as you're going through the story arc that we've created. Then, in addition to that, we just wanted to create an experience that would get you more opportunities to bond with Quill as a character with her being the central pillar of the game. We wanted to have more variation than we had in the first game and have them just go to completely opposite sounding environments and have the story unfold through them. ![]() We also, in general, wanted to, like any game, just figure out what are the new environments that we can immerse the player in. “When I grabbed this, how does it move? Or how do I move my controller or my hand to interact with us in a way that's going to help Quill proceed through the level?” We also wanted to give players just new interactions, new physical interactions in the world, just different textures of interaction. So we said, “How can we make this game larger? How can we make it bigger, so you have more time in the headset with Quill?” One of the biggest things that we got in terms of reviews from players was they just wanted more of the world. If we can say that’s the foundation, then what can we do to make it better for players that are now jumping into Moss: Book 2. ![]() So, we want players who played the first game and had a great experience to feel like they can plug into the next game, and just basically pick up right where they left off and feel like it's consistent, but better. When we started thinking about what do we want to do for the second game, our main thought was, “Don’t mess up what we figured out for the first one, we landed in a really good spot.” And we started calling that our foundation for the second game. It's been a really great reception, fans have really glommed on to the mix of action, adventure, and puzzle solving, that we really tried to work hard to find a good balance for. The feedback that we've gotten from reviewers and players has been overwhelmingly positive towards the world that we created, the characters, the main character, quill that you bond with, and work together to solve puzzles, fight enemies, and, you know, go on just a grand adventure together. We are largely just completely blown away and excited about the reception for the first game. ![]() And then, you know, for Moss: Book 2, you've played the first game, but just kind of give you a general idea of where we went with the second book, without spoilers. Joshua Stiksma: I am a design director at Polyarc on the Moss franchise. Why don’t you tell us a bit about yourself and your role at Polyarc? ![]()
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