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Though players start from any of the four corner nodes on the skill grid, they can respec their builds instantly and “are never married to your choices” for any Valorplate’s skill tree. it wasn't synonymous with what Godfall is, and it would really hinder the player's experience,” he explained. It's action-packed, and if every two levels you're having to open the UI menu, read each individual skill, decide the best path for you. We wanted to avoid choice paralysis, because Godfall combat can be quick, it can be snappy. “We really just wanted there to be maximal flexibility with the skill grid. Skill Grid MasterMuch of the Counterplay’s general customization and loot philosophy can be seen in the Godfall skill tree design - namely maximum opportunity to tinker and experiment - which you can check out in the video above or the images below. You should be proud of where your character is at the end, and what your arsenal looks like,” Heyne said.
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“For us it was all about that satisfaction of how you look in the beginning of Godfall, and how you look at the end. “.Once we had the visual hierarchy established for the weapons, we were able to think about, ‘Would I chase for this weapon for hours just off visual appeal?’ Not thinking about how it functions or how the player's going to experience it beyond visuals, but just this visual alone, would I chase this? Is this something that's that value? Is it worth my time? And once we were able to identify that, that's when it moved over to our design and gameplay programming.” But, as Heyne put it, the team wanted to ensure that its loot “wasn’t all flash with no bang,” and the cosmetic appeal was certainly not the only consideration that went into the game’s loot system. “At a high level, what's exciting about Godfall and the way that we're able to package this progression and this satisfying desire to keep chasing for more was you really have to earn the right to look like a badass,” he said, noting the early character and weapon art really helped the team settle on the look and feel for its expansive loot list. Anybody who loves to get intimate with their loot and put the pieces together and see the numbers and see the impact immediately, that's the kind of game we wanted to create,” Heyne said.Īnd as the team has spent years building that dream, a few of the fundamentals were crystallized early on namely, that what you acquire should make you look cool. The Tinkerer’s DreamAs Heyne and I spoke about all the options Godfall has on hand, he used one phrase that best encapsulates the wide array of options players will have - the Godfall team aimed to make it “The Tinkerer’s Dream.” “We had this idea, we wanted to be the tinkerer's dream. Watch the video above for a look at some of Godfall’s customization and UI options, and read on for more on the philosophy and practical application of Counterplay’s work. Speaking with IGN, senior technical producer Richard Heyne walked us through the philosophy behind Godfall’s loot, the customization options it offers, and the many ways the developers are hoping to let players look good, feel powerful, and want to keep coming back to play more.
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Visit esrb.And so crafting that loop has been a core ambition for Counterplay Games, the team behind PS5 launch game Godfall, which is coming to Sony’s next-gen console and PC on November 12. May contain content inappropriate for children. All rights reserved.ĪMD, the AMD Arrow logo, Radeon, Ryzen and combinations thereof are trademarks of Advanced Micro Devices, Inc.
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