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Avowed - Interview @ Gameinformer

Discussion in 'Game/SP News & Comments' started by RPGWatch, Jun 23, 2024.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Gameinformer talked with game director Carrie Patel and gameplay director Gabe Paramo about Avowed:

    [​IMG]

    Avowed Interview

    Avowed's Creators On Why Romance Was Considered, But Ultimately Not Included And Skyrim Comparisons

    Avowed was featured as a major part of Xbox's Summer presentations. The game appeared in the Xbox Game Showcase, and following the new footage, game director Carrie Patel appeared on the official Xbox podcast to share more gameplay and share more about the game. We caught up with Patel and gameplay director Gabe Paramo to find out even more about Avowed, covering what they think of comparisons to Skyrim, how they feel about Baldur's Gate 3, why romance was considered for the game but ultimately not included, and why playing The Outer Worlds may gave you the best idea of what to expect from Avowed.


    Can you tell me more about Avowed's third-person option? That's likely how I will play the game.


    Carrie Patel, game director: So, as you yourself have just noted, there are a lot of people who simply prefer it. There are people who prefer it for aesthetic reasons. They've built this character, and they want to see them in the world. There are people who prefer it because of accessibility reasons. First-person maybe makes the motion sick, and FOV sliders don't quite get them comfortable. So yeah, there are a lot of reasons to have it. There are a lot of players who prefer it for some reason or another. But we're still giving players the same Avowed experience in third-person. Gabe can speak more to that.

    Gabe Paramo, gameplay director: So, to be super clear, right? This is a first-person game with a third-person perspective. So, when we talk about feel, there might be some micro-adjustments - in terms of, like, the physics of the capsules, super micro - in order to give a little bit of leeway for the animation frames to kind of make those blend a bit better, but we want it to feel as snappy. And we and it's going to feel in control exactly like the first-person game.

    [...]
     
    Last edited by a moderator: Jun 23, 2024
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