Remedy Interview - Part 2: "And Now For Something New"
Järvilehto: The game world itself is massive and we put a lot of effort into building tools so that we can generate massively large areas pretty easily and also maintain and script them. I think that's one of things that we get a big kick out of - with the Max Payne games we were effectively building a linear tube for so long that it feels good to stretch out a bit!
Järvilehto: Yes - it is a seamless, open world.
Järvilehto: Building such a large environment is a completely different experience than creating the linear levels for Max Payne. I think it would be fair to say that with Max we were creating the sets for a movie, whereas with Wake we're now building an entire world for the players to experience.
Järvilehto: We're keeping control of the world clock, so time progression is tied into player progression. That way we can link the drama and storyline content into the time of day, which gives us a lot of good options. The world simulation itself does run constantly on the background, so weather keeps changing even if you just stand still.
Järvilehto: We already had a dynamic difficulty built into both Max Payne games, and we'll be moving along the same lines with Wake as well. We feel that it's really important that we monitor the players skill level and that the game adapts and tries to offer the best experience to each player.
Mäki: No, we're not talking about that yet. (smiles....much pouting of lips from YG crew)
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