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Prey - Developer Update #7
System: PC
Rated: M
Also On: Xbox 360
Shop: Buy It Cheap · Get The Guide

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Welcome to this edition of the Weekly Prey Update. This week, we're focusing on some of the questions we've received recently from you in our "Ask Prey" question a few weeks ago.

We received some really great ones -- far too many to be able to answer all of them in this one update. I'll save the other questions and try to answer many of them in a future Prey Update.

Without further ado, here are the questions and answers:

Travis asks:

Prey's caught my eye for a lot of its original and forward-thinking ideas. But there's a couple in particular that I'd like to hear more about. I hear that the game has a self-adjusting difficulty level. This worries me, because it supposes that there is a set degree of challenge that all gamers enjoy. Some less skilled players may want to play the game at a higher level because they enjoy a better fight, and some experienced gamers might just want a cakewalk on the first time through. Will there be a way to "bias" to difficulty adjustment to skew it higher or lower?
Also, I was wondering how the game is being balanced to preserve challenge with the Deathwalking element? Will enemies heal or respawn while the player is deathwalking so that when he returns he still has a real fight?"

The Dynamic Difficulty Adjustment (DDA) system has several different layers to it, the main one of which is based around combat. As you fight the various enemies the DDA system constantly monitors your progress: how quickly you kill each enemy, how much damage each enemy inflicted upon you before you killed it, and if the enemy managed to kill you. After the battle is over, the game uses that information to calculate how skilled you are against that particular enemy and slowly adjusts that enemy’s difficulty.

The DDA system also has the ability to do "spot fixes" where it detects if you are dying repeatedly in a given section. In that case, the system will slightly adjust the game to help nudge you past the section. Again, just a slight adjustment. The key to the whole system is to never make any dramatic adjustments, as that would be obvious to the player and break the immersion of the game.

You will be able to turn the DDA system off if you so desire.

DeathWalk: Enemies do not heal or respawn, but we are building in systems so that the player has a few seconds to get their bearings before the battle resumes -- for example, enemies are more likely to ignore you until you attack again after you resurrect.

Hayden asks:

"Of all the features of your game, the spirit walking interests me the most. How does it work? Is it an automatic trigger or manual trigger? Does it time out? Do you need some form of item to support it? If it's a manual trigger, how to you keep it from overpowering the gameplay? It seems overuse of that feature could make the gameplay too easy, making the game rather boring."
Once the player has obtained the ability to SpiritWalk (you cannot do this from the start of the game), they can SpiritWalk at any time, whenever they want.

We decided to not restrict the player from SpiritWalking, because so many puzzles rely upon leaving your body behind and venturing ahead in Spirit form to unlock areas or transport your body.

However, to balance this, you do not always have the ability to attack when in Spirit form. Only if you have enough Spirit Power can you use the Cherokee bow to attack enemies. Without that power you can still SpiritWalk, but you cannot attack.

We are pretty generous with Spirit Power, though as it turns out that it’s really fun and useful to leave your body behind and kill enemies with the Bow. And, it all depends upon how you want to play the game. Some of our internal testers like to leave their body and use the Bow often, whereas others prefer killing enemies with the more conventional weaponry.

 


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