"Creating a Dynamic Fantasy World: Dragon's Dogma 2 Director's Approach to Travel"

TL;DR Summary
The creators of Dragon's Dogma 2 aimed to craft a high-fantasy world that feels familiar yet uniquely its own, drawing inspiration from European and northern English landscapes and classical art. The game features creatures designed to resemble their names and takes place in a parallel world with new locations and the inclusion of the beastren race. The team's attention to detail extends to the creation of elvish language and cultural differences between human and beastren societies, resulting in a meticulously crafted and immersive gaming experience.
Topics:technology#creature-design#dragons-dogma-2#game-design#gaming#high-fantasy-world#parallel-worlds
- How Dragon’s Dogma 2 Creators Crafted Its High-Fantasy World IGN
- Dragon's Dogma 2 Devs Say Fast Travel Use Is A Sign Of Boring Worlds Kotaku
- Dragon's Dogma 2's director didn't want his game to rely on fast travel: 'Travel is boring? That's not true. It's only an issue because your game is boring' PC Gamer
- Games only need fast travel when they make travel "boring", says Dragon's Dogma 2 director Rock Paper Shotgun
- Dragon's Dogma 2 director wants players to avoid fast travel Eurogamer.net
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