![]() ![]() Some people might not be inclined to sit through a long explanation, so we broke the tutorials up into a few parts. ‘As with any board game, there is still a lot of information even though the basics are fairly straightforward. Our Narrative team did an amazing job of conveying the information in a warm and understandable way.’ “We wanted to make it as casual as possible, like a friend sharing their latest hobby with you over some drinks. “A tutorial was crucial to get people interested in Machine Strike,” says Bart. Inside the lively brewery at its center, Aloy can meet Salma, a friendly and upbeat Oseram who’s more than willing to explain the game’s rules. These details help establish the authentic craftsmanship that would have gone into each piece from the artisans of Forbidden West.” The learning curveīefore Aloy enters the Forbidden West, one of the first settlements she explores is the Oseram mining town Chainscrape. You can see this in how the carvings are lighter in areas with dust buildup and darker at the bottom, where the wood has been burned or waxed. ‘We also introduced wear and tear to the pieces so that the wood gradient would not be so monotone. This better conveyed our overall goals for the pieces.’ However, later on, we decided that the hand-whittled look distracted from the core design, so we ended up with a more sanded-down treatment. The wooden material started much rougher to showcase the traces left by the artisanal tools that carved each piece. The metal components on each piece were far smaller than anything else we typically see on our props, so we decided to go for simpler details that enhanced the overall design. ‘The scale of the pieces made this a fun challenge for us. We also wanted each piece to feel special, like a collectible, so they had to carry some prestige in their design.’ “All the pieces had to look appealing without being too connected to any particular tribe, as this game is played by a wide variety of the Forbidden West’s inhabitants - whether it’s an Oseram tinkerer or a battle-hardened Tenakth. Concept Artist Christian Auer was part of the team that helped define the visual look of Machine Strike. Implementing Machine Strike into the game itself was a collaborative effort between various teams, from AI and Visual Design to Narrative and UI. “Readability was important, so with the art direction, we tried everything from simple discs to ornate designs and landed somewhere in the middle: the game feels like it was made - and played - by the artisans of the Forbidden West.” Authentically crafted in the Forbidden West This kept the board overview clear and allowed players to create their own strategy,” says Bart. “We stripped back the design to be as minimal as possible. It took us almost a year to finalize the entire mini-game.” Next, we created a paper prototype of the game, which we played a lot! This helped us figure out the ruleset and reasoning. Each tile has an assigned value that influences the stats of any machine piece that lands on them, for example, increased attack from the Grassland tile. That’s how we arrived at the tile system. ‘Initially, it was just random cubes with random rules, but we wanted to incorporate individual machine statistics, meaning the board had to be scalable to accommodate those ideas. “We started prototyping right after the Frozen Wilds! Many open world RPGs use these types of activities to create immersion into the world, which always speaks to a group of players, so we decided to flesh out the concept from there.’ Below is a guide on the Characters Collection cards obtainable in the Voice of Cards: The Forsaken Maiden.Bart van Oosten, World Design Lead at Guerrilla, is one of the masterminds behind this mini-game that is new to the sequel.
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