"It allows us to do some accessibility stuff," Smith continues, “for telemetry, like - if everybody's falling off ladders and dying, holy shit that shows up. Arkane can look at how we play, and then make adjustments to areas that are perhaps too difficult. Why make Redfall always online in the first place? The answer is mainly data gathering, but not the insidious kind. When my shitty childhood broadband was stretched too thin, my siblings and I resorted to throwing mops at each other, so I’m glad Arkane see this as a “legitimate critique.” Smith says the decision was made because the team is trying to respond to feedback with “empathy.” He points to players who live in areas with regular outages, or households where “shitty” broadband means people need to compete with their family to stream films or play games. In regards to the always online requirement, Smith says, “I'm not supposed to promise anything - but we're looking into and working actively toward fixing that in the future." There's no specific date in mind since the team needs to “encrypt your save games and do a bunch of UI work to support it,” but it’s something they’re working to address. ![]() Thankfully, in an interview with Eurogamer, game director Harvey Smith said the team are now working to U-turn the decision. ![]() This deflated some longtime Arkane fans since their other immersive sims - between Dishonoured, Prey, and Deathloop - had either no online functionality or were still playable offline. ![]() Arkane’s upcoming co-op shooter found itself in hot water when fans heard of Redfall's always-online requirement, even when playing alone.
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