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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