![]() As soon as we got Dauntless running, basically we plugged in a controller to make sure that it worked and we started designing the game with that intent in mind.įrom a gameplay perspective, I think we’ve always thought about the couch experience. Our lead combat designer plays on controller. But from day one, Dauntless always worked on a controller. ![]() So the next big effort for us was to take this evolving product and bring it to console. People on PC can play it.” We were already iterating on feedback from the community. We were thinking, “Okay, we got the PC beta out there, it’s open access. The crew at Phoenix Labs – circa 2018.Īs soon as we launched our PC open beta around May of last year, console work was the next most important thing for us. But resources and allocations were a reality. We’re now closer to 90, which is where we’re going to settle for now. But being a fixed resource studio, at the time we decided to do console, we were maybe 50 or 60 people. NC: We always knew that we wanted to come to console. PSU: When the decision was made to come out of Beta and release on PC, Xbox and PlayStation simultaneously, did anybody freak out about the monumental task that was involved? The Decision To Release – And Why Phoenix Labs Committed To Cross-Play So we treat it as a performance art where we vibe off of our audience, and the audience helps us make the performance better and create the best possible product that we can. Being an online service-based game, we are quite literally serving players every day. We’ve tried to cultivate that collaborative development culture within the community since day one. There were definitely some moments of, “Oh God, do we push the button? Do we open up the servers for players to come in and check out Dauntless?”īut really, the community has been very supportive, very feedback-driven, very collaborative. An early promo-shot from Dauntless’ open beta announcement. Right around that time we did our first closed technical alpha – an invite-only play test with the community and took the game outside the four walls of the studio. And shortly thereafter we went to Pax East. So right after we announced the game in December, we brought it to Pax South in San Antonio for the first hands-on reveal with the community and with the industry. So it was critical to us that we’ve proved the promise early. ![]() One of the things that was super important to us was that, while many of us have worked in the industry for a very long time, we were a new studio bringing a new IP – and really, a new genre of PVE game – to the free-to-play and online gaming space. We announced Dauntless at the Video Game Awards with Geoff Keighley a couple of years back. NC: The community response definitely inspired us.
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