Having now soaked up two very lengthy demos of Techland's Dying Light 2, while also speaking with Lead Game Designer Tymon Smektała, we've put together an incredibly in-depth and insightful interview feature surrounding the ambitious open-world game from a now premier Triple-A developer.
It also helps that we're massive fans of the original game and of how Techland went about supporting that game (and still continue to do so), and so went in with a wealth of questions Tymon was more than happy to answer in an in-depth and lengthy Q&A sessions. Here's a snippet:
Excitingly, alongside Chris are a group of writers from The Witcher series. Specifically, Tymon reveals, the writers who worked on The Bloody Baron questline as well as across the Blood and Wine expansion of The Witcher 3. There’s some serious narrative and quest-design royalty in this beefed up Techland team.
Click here for our full Dying Light 2 interview feature
Tymon goes on to explain that they wanted to play with a different kind of sandbox to that of the first game -- a “narrative sandbox”, where choice and consequence, obviously, drives this but that it’s not specifically a story or character shift as a result of choice, rather the whole world “on many levels” changes. And while that can sound like a binary system, this is all done through the aforementioned non-linear narrative, so traditional story beats aren’t the ‘forks in the road’, so to speak, here. Moreover, Avellone has explained that choices affect the world on three levels: Narrative, Gameplay and Systems, and that the combinations of those through player-choice can either impact the world in a way you hoped, or in totally unpredictable ways that undermine your overall goals.