The safe house provides significant gameplay value to the player and sometimes acts as a "gate" for content progress - in other words, events that advance the story or change the world state may only occur when the player returns to the safe house.Īs such, there will be a constant pull on the player to return to the safe house, and the tension between wanting to remain in the relative safety of the safe house vs. In an open-world experience like The Long Dark, the player needs a place of safety they can return to rest and recover from the hazards faced during exploration, make choices around gear customization, repairing and improving gear, crafting, planning longer excursions to distant locales, etc., as well as interact with key story NPCs.
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